The T13 Roleplaying Game

I-Ching

In T13 there is a reason that we consider some Sway Yin and some Yang, a reason that the Facets are split this way. That reason is the I-Ching or Book of Changes, which can be used to examine Characters and situations within the system to create greater depth and more interesting Characters.

Characters are created by twelve pairs of Facets, much like a pair of Hexagrams is made from 12 Lines, each Hexagram being 6 lines long. Characters can therefore create two Hexagrams by comparing their Yin and Yang Facet Boons. If the Character’s Yang Facet Boon is greater than the Yin Facet Boon that will create a Yang or solid line. If the Facets are the same the Player can choose or roll randomly. Quest Hexagrams are completely different and to do with Quest spreads for cards (you can read more of them in the Card spreads rules).

(1). The Creative

Qián, The Creative (sometimes also called Heaven), is made of all Yang Lines. It symbolises beginnings, and completing that which you have begun. It also represents Time and Duration, and the awakened Sage or creative Dragon.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Creative Quest is active and dynamic, and requires the same of the Quester. The Quester may succeed by displaying energy and creativity, all Yin and uncreative Actions (especially Yin Actions that lack originality) suffer from an automatic Failure Level atop of any Quest complications.

Quest Complete: The Creative expresses itself through constant change and evolution. As a result of the Quest the Quester and the Opposition may find themselves changed and altered, gifted new powers and abilities, cursed or scared with new hitches, or discovering a new alternative self.

Gains: Gain Chi when you begin something new or complete something you have begun.
Gain Stress when you are distracted from your goals.

Unchanging Edge: May make all Facet tests on the Yang Facets alone.
Changing Lines
  • Line 1 “Hidden Dragon”:
    Quest line: The Quester encounters a powerful hidden opposition, any action by the Quester will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you do not act when you may, holding your action and waiting instead.
  • Line 2 “Dragon in the Field”:
    Quest line: The Quester meets a character who seems unimportant, but is actually a mentor, authority or suitable companion for the Quester. If the Quester approaches this character correctly asking for help they can add a Success Level to their Ordeal or Test, failure to greet the character properly will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act as a part of a group, make friends, network, socialize, negotiate, or use a pact Descendant.
  • Line 3 “All Day & Night”:
    Quest line: Things have become perilous for the Quester. They have been exposed to a new sphere of influence (such as new pact or group), and are praised by these new people. If they embrace this new fame and accolades however it will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, only caution and focus on their task at hand will instead add a Success Level.
    Character Gain: Gain Yin when you are cautious or responsible.
  • Line 4 “Dragon Leaps Pond”:
    Quest line: The Quester is offered a choice, on the one path they will become stronger physically by engaging the opposition, or they may withdraw from the opposition and they will grow mentally or spiritually. Neither path adds Successes or Failures.
    Character Gain: Gain Yin when you concentrate on the details, small steps, little picture, or use gentle persuasion.
  • Line 5 “Dragon Flying”:
    Quest line: The Quester who is bold and daring will add a Success Level to their Test or Ordeal, those who hide or use cunning will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act boldly, immediately or confidently.
  • Line 6 “Haughty Dragon”:
    Quest line: The Quester who takes themselves too seriously, is haughty or bragging will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The Quester who is self-depreciating will instead add a Success Level.
    Character Gain: Gain Yin whenever you mock yourself, or rely on the help of others.

(2). The Receptive

K’un, The Receptive (sometimes called Void), is made entirely from Yin lines. It symbolizes submission, following rather than leading, reacting rather than acting. The Receptive is boundless, embracing everything within itself.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Receptive Quest requires perseverance, spirit and submission to an authority. Do as you are commanded by the Quest-giver, and nothing more, or there will be disaster. This is not a Quest that you should expand or alter in any way.

Quest Complete: The Receptive states that with the Quest complete, the Quester should rest, meditate and await with patience a new beginning.

Gains: Gain Chi when you do something for someone else, follow another’s lead, or contemplate the situation.
Gain Stress when you act first, rather than reacting.

Unchanging Edge: May add Incarna Boon Reduced to all actions that aid another.
Changing Lines
  • Line 1 “Winter Comes”:
    Quest line: There are signs of decay, deterioration, sabotage or treachery around, the Quester who ignores these signs will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester who is perceptive and wise may head these disasters off early adding a Success Level instead.
    Character Gain: Gain Yang when you ignore risks, are wounded, or defeated.
  • Line 2 “Straight Talking”:
    Quest line: There are lies and speculation brewing, only being truthful, taking responsibility, and submitting to authority will the Quester have success, any deception or favouritism will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are honest, truthful, obedient or calm.
  • Line 3 “Hidden Lines”:
    Quest line: Another character (a rival or the opposition) claims credit for the Quester's actions. If the Quester ignores this, and keeps a low profile then they will add a Success Level to their Test or Ordeal as an authority will take issue with the Quest itself, and blame those who took credit. Claiming this credit will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you are modest, humble, or do not take credit for your actions.
  • Line 4 “In a Sack”:
    Quest line: The Quester is in danger, powerful opposition stands against their Quest and any challenge to their authority will add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test. Only by hiding and working in secret can the Quester hope to proceed.
    Character Gain: Gain Yang when you are cautious, pessimistic or closed-minded.
  • Line 5 “Clothed in Yellow”:
    Quest line: The Quester must be discreet, they are already known to the opposition, and being watched, which will add a Hurdle, Obstacle or Failure Level to any attempt on their Ordeal or Test, but if they can work indirectly, and unobserved they may add a Success Level instead.
    Character Gain: Gain Yang when you think, meditate, or remind someone of a memory.
  • Line 6 “Dragons Fight in the Field”:
    Quest line: The Quester has placed themselves in danger, surrounded by more powerful enemies, and unless they yield to one of the authorities, doing exactly as commanded by them, they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yang when you listen to another and do not disagree aloud.

(3). Initial Adversity

Chun, Initial Adversity (or Difficult Beginnings or Sprouting), symbolizes the first shoots of spring. The Earth is still hard, but the plant struggles on.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Initial adversity Quest begins hard and gets easier later. Difficulty and Stakes may be higher for the early part of the Quest, and later will lower, or early Ordeals will have additional Obstacles or automatic Failure Levels.

Quest Complete: This is a time of turmoil, chaos and confusion, unleashed by the Quest. Dangers and hazards gather around and tensions are raised. This Quest may end on an extra Ordeal, often a fight.

Gains: Gain Chi when you accept help, make allies, or encounter Obstacles or Hurdles.
Gain Stress when you begin without making a plan first.

Unchanging Edge: May add Incarna Boon reduced to any action if helped by another.
Changing Lines
  • Line 1 “Insurmountable Stone”:
    Quest line: An insurmountable problem presents itself, blocking all progress in the Quest, and adding at least one Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. However, if the Quester can find the right companions then they may instead add a Success Level.
    Character Gain: Gain Yin when you avoid conflict alone, seek or have help.
  • Line 2 “Horse & Wagon Part”:
    Quest line: Tensions are high, and somebody makes an offer that appears advantageous, but if taken by the Quester it will lead to downfall, betrayal or humiliation (adding an Obstacle, Hurdle or Failure Level to their Ordeal or Test. Only by turning down this offer diplomatically, or careful manipulation of the situation can the Quester add a Success Level instead.
    Character Gain: Gain Yang when you turn down help, or get what you want via persuasion or seduction.
  • Line 3 “Deer Hunter Lost Without Guide”:
    Quest line: The situation ahead is some sort of trap, like the hunter led too deep into the woods, the Quester is out of their depth and add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester ignores their Quest at this time, and focuses on their safety, retreating from the danger, then they may later add a Success Level instead.
    Character Gain: Gain Yang when you seek help, guidance, or conduct research.
  • Line 4 “Wagon & Horses Separated”:
    Quest line: The Quester has a duty to act, but lacks the power or ability necessary. If the Quester acts alone, or does not fulfil their duty to act then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Task, but if they seek out assistance (replacing the missing horses) then they may add a Success Level instead.
    Character Gain: Gain Yang when you ask another for help or act immediately.
  • Line 5 “Difficulties In Blessings”:
    Quest line: The Quester who tries to express their intentions, explain themselves, or their agenda, adds a Hurdle, Obstacle or Failure Level, as they are misunderstood or misinterpreted by their companions or the authorities. If instead the Quester moves ahead working on their own, then this will add a Success Level instead as they build trust with those that would have misunderstood.
    Character Gain: Gain Yin when you explain something, use diplomacy, or make a mistake.
  • Line 6 “Bloody Tears Flow”:
    Quest line: The Quester faces great difficulties and hardships, that add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test, if the Quester does not give up, surrender or abandon the Quest then instead they may try again with an additional Success Level.
    Character Gain: Gain Yang when you change tactic or give up after a failure.

(4). Innocence

Meng, Innocence (or Youthful Folly), symbolizes the innocent mistakes that a child might make in class, without which they will never learn and improve. Failure, Meng tells us, is just a stepping stone to success. It can also mean that you are foolishly seeking “without” something that can only be found “within”.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Quester is naive or inexperienced about this Quest. Something about the Quest is a lie, or more than it seems, and the Quester may find they have made a foolish mistake.

Quest Complete: The Quest that ends on the Innocence Hexagram shows a Quest where the Quester must learn from the mistakes that they have made, learn from them, and try to better themselves before greater mistakes occur.

Gains: Gain Chi when you ask a question, fail or realise you made a mistake.
Gain Stress when you see another in pain.

Unchanging Edge: Proficiencies can be purchased at half price and Personality Proficiency Slots are doubled.
Changing Lines
  • Line 1 “A Fool Needs Discipline”:
    Quest line: The Quester has made some mistake, error, or committed some crime, unless they admit this mistake and face the consequences they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you accept criticism, or punishment, or you self-criticize, or are self-disciplined.
  • Line 2 “Suffer Fools Gladly”:
    Quest line: One of the companions of the Quester is foolish, or makes some mistake that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. The Quester who tolerates this folly with kindness and consideration will instead add a Success Level, as they will guide their companions to help them better.
    Character Gain: Gain Yin when someone else asks a question.
  • Line 3 “Know Thy Strengths”:
    Quest line: Someone approaches the Quester full of flattery, offering favours and gifts, that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test if the Quester accepts this “assistance”. Only by staying firm to their own convictions, and working alone will the Quester add a Success Level instead.
    Character Gain: Gain Yang when you answer a question, or use your own knowledge successfully.
  • Line 4 “Entangled Folly”:
    Quest line: Some assumption the Quester has made is wrong, and may lead to humiliation or disaster as it adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Only by having a realistic grasp of what is really going on will can the Quester instead add a Success Level.
    Character Gain: Gain Yang when you are realistic, rejecting the fantastical or overly ambitious.
  • Line 5 “Youthful Folly”:
    Quest line: The Quester is inexperienced at the tasks required of them. If they blunder in assuming they know what is required, they will complicate things adding Hurdles, Obstacles and Failure Levels as they go. If the Quester is modest and cautious they will add an additional appropriate Success Level to their Ordeal or Test.
    Character Gain: Gain Yang when you don’t know the answer, or try something new.
  • Line 6 “Attacking Ignorance”:
    Quest line: Mistakes have been made, often by the companions of the Quester, and it falls upon the Quester to punish these mistakes that have added a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. If the Quester applies an appropriate punishment, that is not too forgiving nor too tyrannical, and addresses the specific mistakes, crimes or problems they have caused then they may instead add a Success Level.
    Character Gain: Gain Yin when a mistake is made by you or near you, or you demonstrate respect for another.

(5). Nourished Waiting

Hsu, Nourished While Waiting (or just Waiting), is symbolic of Patience. Whatever is going to happen will take time, and you can either wait nervously, or patiently. The watched pot never boils, but if you do something else, you will never have enough time before it boils dry.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Nourish Waiting Quest is one that is about self-discipline and self-control. An opportunity will present itself, but the Quester must be ready and prepared. If they act before the opportunity presents itself on their Quest you will face unnecessary dangers and obstacles that could have been avoided by patience and preparation.

Quest Complete: The Quest that ends on the Nourished Waiting Hexagram indicates a Quest that is so gruelling and such hard work that the Quester is expected to need time to rest and recover after it has finished.

Gains: Gain Chi when you wait for another, display patience, or don’t use an available action in combat.
Gain Stress when others have to wait for you.

Unchanging Edge: When you do not take an action or are in GRT (and it would be your turn) you may pull and play Incarna Boon Doubled Reduced Ordeal Cards to reduce RT and GRT.
Changing Lines
  • Line 1 “Waiting in the Meadow”:
    Quest line: The Quester should have some sense that something bad is going to happen, this may be a sense of foreboding or a specific warning, but the danger is still some distance away. If the Quester worries about this coming danger, makes plans or tries to stall it this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test, instead if the Quester ignores the warning and works on as normal then they may add a Success Level instead.
    Character Gain: Gain Yin when you begin any Ordeal.
  • Line 2 “Waiting on the Beach”:
    Quest line: Danger approaches, disagreements and unrest fester beneath the surface, and the Quester becomes a subject for speculation, gossip and slander. If the Quester can rise above and ignore what people are saying about them then they may avoid adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you observe, while you wait, and do not speak.
  • Line 3 “Waiting in Mud”:
    Quest line: The Quester has acted too soon in some regard, as though they ran into the mud at the first sign of a ship on the horizon. This has them stuck behind some Hurdle, Obstacle or suffering from a Failure Level or two. Only extreme patience, waiting for that boat to arrive, will allow them to add a Success Level instead.
    Character Gain: Gain Yin when you are in GRT.
  • Line 4 “Waiting in Blood”:
    Quest line: The Quester is trapped, perhaps caught in mud, captured by some enemy, or pinned down by a siege. Nothing you can do will release this trap at this time, accept the situation and await some change. Any attempt to escape, complain or change the situation will add an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you wait while Wounded.
  • Line 5 “Waiting With Food & Drink”:
    Quest line: There is some celebration that the Quester is invited to (and may even be the guest of honour at). However, the Quester must move on after this feast, any delay will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you try to make the best of a bad situation.
  • Line 6 “Waiting In The Pit”:
    Quest line: The Quester may be trapped, or stuck, often by their own indecision. Three routes or pieces of advice are offered, one of which will add a Success Level to their Test or Ordeal, the other two will add a Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you trust in others, accept help, or find a middle way.

(6). Conflict

Sung, or Conflict, is pretty self explanatory. Only when we meet opposition are we truly defined, it is through argument that we learn about our own position. Of course, Conflict can not solve every problem, but sometimes it is necessary before we can move forwards.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Opposition is strong and the more the Quester directly conflicts with them the stronger they will become. It would be wise for the Quester to work carefully and even withdraw, or politically ally with those who oppose them, if at all possible.

Quest Complete: Despite the Quest being completed there still exists conflict from the opposition, they will try to reclaim, or seek revenge, what they have lost.

Gains: Gain Chi when you oppose another, supply a contrary view, argument, or theory, or enter combat.
Gain Stress when everyone agrees with you.

Unchanging Edge: Whenever you stalemate or draw with an opponent add a success level.
Changing Lines
  • Line 1 “Conflict Over Trivial Matters”:
    Quest line: The Quester is caught up in a conflict at its initial stages, but if the Quester engages with the conflict it will create additional Hurdles, Obstacles or Failure Levels, however if they de-escalate the situation, avoid conflict, or drop the issue, they will instead add a Success Level.
    Character Gain: Gain Yang when you de-escalate a situation, avoid conflict or find a peaceful solution.
  • Line 2 “Yielding”:
    Quest line: The Quester faces opposition that is more powerful than themselves, any action other than surrender, retreat or yielding will add an additional Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you calmly withdraw from conflict, surrender, or yield.
  • Line 3 “Basing Expectations on the Past”:
    Quest line: The Quester finds themselves aligned with the old-guard, either by supporting the status-quo directly, expecting the old-guard to behave as they have in the past and planning accordingly, or by claiming territory from the enemies of the old-guard. As long as the old guard are on side the Quester will add a Success Level to their Tests and Ordeals, but should the Quester in anyway threaten the status-quo the old-guard will turn upon them adding Obstacles, Hurdles or Failure Levels for each offence instead.
    Character Gain: Gain Yang each Phase of any Opposed Ordeal
  • Line 4 “No Win”:
    Quest line: The Quester appears strong to the opposition, and they are unlikely to attack, however if the Quester escalates the situation and attacks the opposition they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, and reveal they are actually not as strong as the opposition has assumed. The Quester who uses their perceived advantage to negotiate may instead add a Success Level.
    Character Gain: Gain Yin when being defeated/injured.
  • Line 5 “Arguments”:
    Quest line: A conflict is inevitable, but the winner may be decided by a third party who will judge the winner. This may involve a court case, arguments, pleas to authority, etc. There is no loss of honour or risk of injury in this arbitration, even if this case is lost. The only way this could go wrong is if someone were to actually escalate the conflict which will add at least one Hurdle, Obstacle or Failure Level to that side's Ordeal or Test.
    Character Gain: Gain Yin when you argue and someone argues back.
  • Line 6 “Defend a Prize”:
    Quest line: The Quester has won the conflict, but now they face the problem of any champion, those who seek the title are now approaching to challenge them constantly. From genuinely dangerous experienced opponents to every up and coming kid trying to make a name for themselves. These contenders often add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you win, or when another challenges you.

(7). Army

Shih, or Army (occasionally Leading The Army), symbolic of organization and discipline. The Army does not necessarily mean a military force (although it often does), but any collective force all working toward the same goal. Most often it describes the Quester and their Companions working together.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Quest of Army indicates a situation where the Quester is part of a company, group or army that are all working towards the Quest together (or at least are aligned with the Quest in some way — a Quest to liberate a city may be part of a larger Quest to win a war, for example). However, there is disorder amongst the Quester's allies, often this is some imagined slight, but occasionally an actual grievance must be addressed or they army may fall apart around the Quester.

Quest Complete: The Quest that ends with the Army Hexagram, leaves participants discontented, some seek rest and recovery time, others wish to strike while the iron is hot, others perhaps are more concerned with getting their (often more than) “fair” share of the spoils. Your alliance that held together through tough times risks falling apart in the face of success.

Gains: Gain Chi and Stress when others do as you tell them

Unchanging Edge: All Pact Costs are halved for you.
Changing Lines
  • Line 1 “Marching”:
    Quest line: The Quester has joined or become associated with an army, but this army is undisciplined and untrained. If the Quester does not organise this army, apply discipline, and address any immediate issues, then they will add Hurdles, Obstacles or Failure Levels to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you prepare, plan, or assign tasks to suit another’s strengths.
  • Line 2 “In the Ranks”:
    Quest line: The Quester is a part of an army. If the Quester tries to lead the army from afar, or follow another commander who is not in the ranks, this will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester leads, or follows another who leads from the ranks, then this will add a Success Level to any Test or Ordeal.
    Character Gain: Gain Yin when you do as others tell you.
  • Line 3 “Carrying Corpses”:
    Quest line: The Quester encounters great danger, this danger occurs because of someone interfering in the proper chain of command. This may be someone beneath the Quester who will not follow their orders, or someone above the Quester who is interfering with those the Quester is sent. This interference adds a Hurdle, Obstacle or Failure Level, and often results in injuries and deaths.
    Character Gain: Gain Yang when you trigger a Hitch.
  • Line 4 “The Army Retreats”:
    Quest line: The Quester faces overwhelming opposition, if they retreat then they won't have to add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, otherwise they do.
    Character Gain: Gain Yang when you retreat from combat or order a retreat when you are outmatched.
  • Line 5 “Stalking Game”:
    Quest line: The opposition are within striking distance, they may be sneaking closer, marching in, or the Quester may have approached them. If the Quester makes too much noise they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they warn the opposition of their presence.
    Character Gain: Gain Yang when you work in silence with another.
  • Line 6 “The Great Prince”:
    Quest line: The Quester has won a major battle, but now they have spoils to divide. If the Quester rewards companions and allies with power, equipment or money they had better be sure that the person is not going to abuse this reward as it will add a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal. If the Quester does not reqrd those who did not help them, and punishes those who worked against them within their ranks then this will add a Success Level instead.
    Character Gain: Gain Yang when you plan ahead, strategize or succeed.

(8). Union

Pi, or Union (or Uniting or sometimes Holding Together), symbolizes not a group working as one, so much as finding one’s place within the group. It is about working well with others, not organizing others. It may indicate a marriage union or joining a new job.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Quest of Union is often one of bringing together a community to achieve the Quest goals. Bonding between the Quester and Companions must occur as part of the Quest or there will be problems and errors that affect the Quest and the alliance.

Quest Complete: The Quest that ends on the Union Hexagram demands that you find those among your community, who share your goals and ideals, those with whom you can claim some common ground, before you move ahead. This usually allows the Quester to add new allies to their companions from this Quest.

Gains: Gain Chi when you co-operate with another Character, perform a job or task without being asked, or are intimate with others.
Gain Stress when you do not know your place in a group, or do not have a job to do.

Unchanging Edge: May add Incarna Boon Reduced to another’s action.
Changing Lines
  • Line 1 “Trusting Relationships”:
    Quest line: If the Quester has lied to or misled their companions this is now revealed, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test, as companions abandon you and may even actively undo the Quest (perhaps releasing prisoners, or selling the prize).
    Character Gain: Gain Yang when you are sympathetic or accept others as they are.
  • Line 2 “Union Within”:
    Quest line: If the Quester's goals align with those of their companions and community then they may add a Success Level to their Ordeal or Test, but if the Quester's goals do not match those of the community they will find themselves opposed on all sides, adding a Hurdle, Obstacle, or Failure Level instead.
    Character Gain: Gain Yang when you don’t co-operate, or stay true to yourself.
  • Line 3 “Bad Unions”:
    Quest line: One of the Quester's companions is not well suited to work with the others. If the Quester continues to work with this person it will add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test as this creates disharmony, arguments and errors.
    Character Gain: Gain Yang when you work alone.
  • Line 4 “Hold Union Outwardly”:
    Quest line: If the Quester keeps secrets or lies this will create mistakes, disasters and misunderstandings that will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they turn companions against the Quester. If the Quester speaks their mind and is honest and truthful in every conversation they have then they will instead add a Success Level.
    Character Gain: Gain Yang when you meet someone new, or ask another for help or instruction.
  • Line 5 “Manifesting Union”:
    Quest line: Someone seeks to leave the Quester's companions, alliance, or community, perhaps due to a difference in tactics, aggression, morals or goals. If they are allowed to leave those that remain will be more united and stronger together, adding a Success Level to their Test or Quest. Persuade or force them to stay and the Union will be weaker and more disharmonious as a result, which will add Failure Levels, Obstacles or Hurdles instead.
    Character Gain: Gain Yin when someone assists you.
  • Line 6 “Bad Head For Union”:
    Quest line: An opportunity presents itself and the Quester must act at once and seize this chance, whether it be an offered alliance, marriage, contract, a stranger declaring “kiss me”, or a plan. Failure to act at once is a mistake, and may lead to fatal consequences, as it inevitably adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you avoid intimacy or co-operation.

(9). Taming Power

Hsiao Ch’u, Taming Power (or Small Restraint or Small Gathering), is symbolic of how a small force can tame a more powerful one. A mighty river can be dammed to make a lake, as even the smallest obstacles can seem insurmountable if you do not believe you can beat them.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Quest of Taming Power shows a situation where the opposition is of great power and could easily destroy the Quester, either physically, or more often economically, socially or politically. The Quester can still succeed, but only by use of gentle determination and yielding yin strengths such as secrecy or keeping one's distance. Any use of direct yang power, strength, or arrogance by the Quester will cause them additional Hurdles, Obstacles and Failure Levels, as these Yang forces are greater in the opposition. The Quester may believe themselves to be the most physically, spiritually, or mentally strong, that they are the better leader, but this opposition authority is stronger in all those same ways.

Quest Complete: The Quest that ends with the Taming Power Hexagram changes another character's perceptions of the Quester. Perhaps a companion having seen some expression of darkness in the Quester, which they have never seen before, which causes them to fear the Quester, or the Quester might suffer a loss or wound that causes the opposition, or a rival, to pity them. These characters should address this issue here, making the Quester aware of how they perceive them, and ideally cause the Quester to question if this is how they wish to be seen.

Gains: Gain Chi when you act pessimistic, make things more difficult for yourself, or do not try your hardest.
Gain Stress when you fail a Test or an Ordeal Stage.

Unchanging Edge: You may reduce the result of any Test, Roll or Draw by one Success Level or Card and Gain Incarna Boon Reduced Chi.
Changing Lines
  • Line 1 “Wrong Way”:
    Quest line: The Quester is headed the wrong way, or working against themselves without realising it. If they continue in this direction they will add Failure Levels, Obstacles and Hurdles to their Tests or Ordeals, but if they realise their mistake and change their method or destination then they may instead add a Success Level.
    Character Gain: Gain Yin when you fail and decide that was not what you wanted to do anyway, and so seek a new goal.
  • Line 2 “Returning Home”:
    Quest line: The Quester is reminded of their home or family. Sometimes this is just some faint resemblance combined with a general homesickness, although most often it is a chance encounter with someone from the Quester's home (such as a family member, friend or neighbour) that reminds them, very occasionally a Quester will actually return to their home, during the Quest, only to find it in some way damaged or different now that they have another perspective upon the place. These complications can add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal as they are confounded by homesickness, confusion or excessive emotions.
    Character Gain: Gain Yin when you follow another’s example, or concentrate on your relationships with others.
  • Line 3 “The Breaking Wheel”:
    Quest line: Any sign of aggression or voice raised in anger by the Quester will cause additional Failure Levels, Obstacles, or Hurdles. If the Quester is yielding, sympathetic and calming upon their peers and even the opposition then they may add a Success Level instead.
    Character Gain: Gain Yin when you give in, surrender, or step back to encourage another to try.
  • Line 4 “Blood Vanishes”:
    Quest line: The situation is changing and potentially dangerous, as the opposition or the Quester is passionately seeking conflict, driven by powerful emotions that will negatively impact the situation. This desire for battle must be restrained somehow, usually by a careful and judicial application of the truth, however this argument must be made dispassionately, additional emotions will only add additional Hurdles, Obstacles or Failure Levels to their Ordeal or Test.
    Character Gain: Gain Yin when you advise or suggest restraint, caution or care is taken, or if you act surprised.
  • Line 5 “Rich Neighbours”:
    Quest line: The Quester may have done the wrong thing, and even created additional Hurdles, Obstacles or Failure Levels, but among the characters there is someone who is a perfect ally for the Quester. If the Quester is powerful the ally is trustworthy, if the Quester is weak the ally is devoted to the same goals (or even to them). If the Quester makes this alliance they may add a Success Level to their Test or Ordeal, as the ally brings resources, supplies or additional forces to the alliance, but if they fail to make this alliance it will add an additional Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you are friendly, courteous, or loyal.
  • Line 6 “The Half-Laden Wagon “:
    Quest line: The Quester's progress within the Quest is currently in jeopardy. If the Quester pushes ahead, trying to complete the Quest, they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, which may even undo the progress they have already made. However, if the Quester is content with the progress they have so far made, and does not push on at all, instead searching out traps, or preparing for an unforeseen event like an ambush, then they will add a Success Level to the Test or Ordeal instead.
    Character Gain: Gain Yin when you do not push forwards, without first making the proper preparations, check for traps, etc.

(10). Stepping

Lu, Stepping (or Treading or Careful Conduct), is symbolic of the Cautious advance. Tread carefully is the warning, but do not stand still. You walk with a tiger, do not tread upon the tail.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Stepping Quest is a delicate balance between two dangerous situations or forces, where the Quester must choose and tread cautiously. The Quester is usually weaker than at least one of the forces involved (and occasionally is weaker than both), which can increase the danger to the Quester. The Quester can only influence the more powerful force by positive emotions, humour and tact, they will not respond well to negative emotions or force.

Quest Complete: The Quest that ends on the Stepping Hexagram indicates Someone who was beneath the Quester in status or power during the Quest, is actually far above them in authority or status (the old man who accompanied them, and they all though was a janitor, was actually the CEO all along). Depending upon how this character were treated, the Quester and the opposition will be judged.

Gains: Gain Chi when you show respect, act with caution or are respected.
Gain Stress when you realise you are in danger.

Unchanging Edge: Whenever you wait rather than acting, or are in GRT and it is your turn, you may Draw cards using your Personality Annex (and discard excess if you reach Pool Limit).
Changing Lines
  • Line 1 “Go Your Own Way”:
    Quest line: The Quester is offered a choice, one choice might be material comforts, another may forgo material concerns but place them closer to their goal, neither choice is correct and will add an Obstacle, Hurdle or Failure Level to their Ordeal or Test. Only by avoiding this false choice and coming up with their own way can the Quester add a Success Level instead.
    Character Gain: Gain Yin when you avoid others, go around, or head off on your own.
  • Line 2 “The Easy Path”:
    Quest line: The Quester will find themselves surrounded by others who are in various forms of trouble, some of them may even ask for help, others will not, but their trouble will be apparent. If the Quester avoids being distracted, and manages to focus on their own goals and requirements then they will add a Success Level, but anything other than ignoring these people and their distractions will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they are drawn into these people's troubles.
    Character Gain: Gain Yin when you ignore, avoid or bypass a Plot, Conflict, Ordeal, Quest, Obstacle, or Test.
  • Line 3 “Biting Tiger”:
    Quest line: The Quester is in great danger, they may be over-estimating their own strength, underestimating their opposition, overlooking a hazard or danger, or simply be careless.
    Character Gain: Gain Yang when you are attacked, wounded or damage a Descendant.
  • Line 4 “Stepping around the Tail”:
    Quest line: The Quester sees signs of danger that perhaps others do not, whether by chance, superior perception or paranoia, this perceived danger adds a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal. However, this danger is magnified by the Quester's own caution, if the Quester presses on regardless, with confidence, then they will add a Success Level instead.
    Character Gain: Gain Yin when you are cautious, or act nervous or afraid.
  • Line 5 “Determined Stride”:
    Quest line: There is danger ahead for the Quester, but as long as they remain aware of it (and act accordingly) it does not impact them, however each time the Quester is incautious, or indecisive, they add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act (or are) determined.
  • Line 6 “Looking Back”:
    Quest line: Now that the Quest is completed the companions, authorities and everyone else present, will judge the Quester based upon their actions and the end results, this ignores the Quester's motives and intent, no matter how noble. If the Quester's own motives or intent did not match the result they got this will add a Failure Level, Obstacle or Hurdle to their remaining Test or Ordeal, as they feel tormented by their feelings for the praise or blame they get that they feel they do not deserve.
    Character Gain: Gain Yin when you achieve something (a victory, a goal, a Stage, etc.), or you look behind you, or think about the past.

(11). Tranquillity

T’ai, Tranquillity (or Peace), is symbolic of the serenity that one finds after you have given up desires and wants, but it is also the abandonment of the past and the embracing of the next adventure.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Tranquillity Quest should be simple, easy and harmonious, with cooperation (or something like it) between all parties, as each chooses to forget their past differences and work towards this new common goal in peace, but of course it rarely works this way, usually someone is selfish or insincere, or two parties involved have too much difficulty putting aside their personal feelings of revenge, for when Tranquillity fails then all parties may turn on each other, creating a frenzy like sharks with blood in the water.

Quest Complete: If a Quest ends in the Tranquillity Hexagram then there will be peace, quiet and a time of respite for the Quester, and their companions (and the opposition as well), before the next Quest. This time will allow them to recover and heal, but not yet train, learn or practice new skills or abilities. They may recover, but not progress through tranquillity.

Gains: Gain Chi when another Character gains Chi or spends Stress nearby.
Gain Stress when an opposing Character spends Chi on an Action.

Unchanging Edge: You may pay 1 Chi to enter a “Flow” state for the rest of the Scene. In “FLow” you may Draw and Play 1 additional Ordeal / Wyrd Tarot / Yarn Card whenever you act.
Changing Lines
  • Line 1 “Entangled Roots”:
    Quest line: This is a time of peace and prosperity for the Quester, and they may extend their influence and recruit new companions to their Quest. If they help others who are in need (the Quester's peace and prosperity will not extend to everyone) they will quickly attract new followers, allies and companions. Hiding away in this time will add a Failure Level, Hurdle or Obstacle, as the opposition will take advantage of this time instead.
    Character Gain: Gain Yin when someone gains Yin nearby.
  • Line 2 “The Middle Path”:
    Quest line: Times of peace bring their own problems, and these problems can each heap Failure Levels, Obstacles and Hurdles upon the Quester if they are not dealt with.
    1. Tranquillity sometimes mixes companions and opposition socially
    2. Tranquillity makes people ignore, or become complacent to, common dangers (such as fording rivers or crossing roads)
    3. Tranquillity within a region can cause one to neglect what is distant, allowing problems to occur at the edge of the domain.
    4. Peace and Prosperity can create new internal factions, and cliques working for mutual advantage that create new oppositional forces the Quester may encounter.
    If the Quester can find some middle path between these four forces then they can instead add a Success Level to their own Test or Ordeal.

    Character Gain: Gain Yin when you act impartially, refuse to take sides, or are gentle.
  • Line 3 “Wheel of Fortune”:
    Quest line: The wheel of fortune reminds us that all things are in a state of change, prosperity and peace must end, just as times of strife must end too. If the Quester does not take advantage of this time, to make preparations for later, saving some money away, making preparations for war, or whatever diligence their situation indicates, then they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act pessimistic when times are good, and hopeful when times are bad.
  • Line 4 “All Neighbours Together”:
    Quest line: In a time of peace all social ranks are able to mingle freely and easily, those in authority will meet the common people in the market, even the opposition may meet in peace. If the Quester shows any sign of disrespecting others, whether trying to intimidate, impress or insult them will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are civil and respectful to those who are not your peers.
  • Line 5 “A Princess Marries”:
    Quest line: In times of peace social rank is less important, and this impacts the Quester directly, if they treat everyone as their equal then they will add a Success Level to their Test or Ordeal. If they treat anyone as their inferior or superior then it will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yang when you act modest and sincere, make a gesture of peace.
  • Line 6 “The Wall Falls”:
    Quest line: The defences have been breached, the peace has ended with a bang, this immediately increases the danger adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test
    Character Gain: Gain Yang when you communicate honestly with those closest to you.

(12). Stagnation

P’i, or Stagnation (sometimes called Standstill), is symbolic of a lack of development, an unwillingness to change. Tranquillity is the flow of water, the cycle of the heavens, but water separated from the flow, it dies, stagnates and drys.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: Stagnation Quests indicate a situation where progress with the Quest is not possible, this is often due to some balance of forces that is creating a stalemate, some internal situation that is creating a blockage (such as an incompetent authority, or active resistance from the status-quo), or a situation that has devolved into chaotic disorder where no progress is possible. Events conspire around the Quest to insure that the Quest cannot be fulfilled. Disorder and confusion are increasing, communications suffer, important people die, objects are lost and destroyed. Every successful action made by the Quester will add an additional Hurdle, Failure Level or Obstacle to the remaining Quest, even additional Ordeals or Tests may be added to keep the Quester busy. Only when the Hexagram has shifted may the Quest reach its own conclusion.

Quest Complete: The Quest that ends in the Stagnation Hexagram, through no fault of the Quester, no matter how well they performed the Quest, is no longer completable by the Quester and they cannot return home triumphantly (or often at all). The object they sought may be a fake, or have been destroyed, the road home may have been blocked, ships may be diverted by the gods, the Quester may return to discover that their home lies in rubble, or the Quest-giver lies dead.

Gains: Gain Chi and Stress whenever you demonstrate inflexibility or an unwillingness to change or grow.

Unchanging Edge: Whenever you Draw cards you may give up one card, and receive Tao Sway equal to the card’s cost (Red cards Yang, Black cards Yin).
Changing Lines
  • Line 1 “Entangled Roots”:
    Quest line: It should become obvious to the Quester and any authority (including the Quest-giver) that the Quest has become impossible to complete, this may be because the target has already been destroyed, making capturing it impossible, or it may simply be that a current situation imposes too many additional complications to proceed right now. The only sensible course of action for the Quester is to withdrawal, abandoning the Quest at this time. Any other action will add Failure Levels, Hurdles or Obstacles to the Quester's Tests or Ordeals.
    Character Gain: Gain Yang when someone nearby gains Yin.
  • Line 2 “Bear & Endure”:
    Quest line: The Quester finds themselves personally stymied by the situation. Perhaps the powerful authorities are unwilling to make the concessions the Quester needs, or they simply refuse at this time to acknowledge the Quester's existence. Worse yet, the Quester has already invested time, money and effort into the preparations for the Quest, and this creates a sunk cost situation. All attempts at flattery or social interactions with these authorities are doom to failure (adding at least one Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test with each attempt), the only way forward for the Quester is to accept the sacrifice of the sunk cost and withdrawal for now.
    Character Gain: Gain Yang when you are obedient and respectful, or personally suffer.
  • Line 3 “Bear Shame”:
    Quest line: The Quest includes a character (usually the Quester) who via the Peter Principle has been promoted within their hierarchy to a job that they are not well suited for, whether by skill competence or attitudes such as fairness. A specific situation usually occurs that draws attention to the character's failings, exemplifying their incompetence or unfairness, which often causes a public humiliation. If the character in this situation feels shamed (perhaps by the actions of the Quester) and begins to change their behaviour then progress may be possible, else add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you act ashamed, guilty or regretful.
  • Line 4 “Higher Purpose”:
    Quest line: The stagnation is ending now, there are signs that progress may be possible. This is reliant upon the Quester now taking control of the situation to further the Quest. If the Quester demands progress, trying to force the issue forward they will create resentment and further discord that will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, but true leadership, by getting in and fixing the problems, will allow the Quester to add a Success Level instead.
    Character Gain: Gain Yin when you try to communicate with, or exert, authority.
  • Line 5 “What If It Should Fail?”:
    Quest line: The stagnation is ending, chaos receding, and order begins to reassert itself on the Quest. However, this transition is precarious and dangers may appear at any time from any quarter. Progress can be made, with caution, but any action without caution (leaping without looking, not checking for traps, not checking the weather report, etc) will add an Obstacle, Hurdle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are cautious, or fail.
  • Line 6 “Dam-buster”:
    Quest line: The stagnation is coming to an end, but this is not a gradual release, but a sudden explosive ending. Assistance will arrive for the Quester that sweeps the obstacles aside with a single action, this is like a bomb hitting a dam, sudden and fierce.
    Character Gain: Gain Yin when you act to break or unsettle the status-quo, end stagnation, clean up, or fix something.

(13). Fellowship

T’ung Jen, or Fellowship, is symbolic of friendship, social circles and situations, and how we all interact with each other. We are nothing more than connections, social connections, neural connections, memeplexes. Find out who others are and you learn more about yourself.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Fellowship Quest is well known, where one man (or hobbit) would fail a fellowship may succeed. The Quester in this situation finds himself surrounded by allies, and support, that are needed to complete the Quest. In fact, one could argue that the Quester is a Pact during a Fellowship Quest, and each member will have their own Test or Ordeal that they must bring the entire Fellowship through. Attempts to work alone, in private or in secret, during a Fellowship Quest will generate additional Hurdles, Obstacles or Failure Levels. The Quest will be as much about maintaining the Fellowship as their Quest goal.

Quest Complete: The Quest that ends with a Fellowship Hexagram creates a great friendship, bonding the Quester and those they met during their Quest (often the companions, or an authority) into friendship that will outlast the Quest and go on for a lifetime.

Gains: Gain Chi when you ask any Character about their feelings, or how they are doing.
Gain Stress when they tell you their problems.

Unchanging Edge: Anyone you co-operate with gains +1 Success Level to all actions.
Changing Lines
  • Line 1 “Fellowship at the Gate”:
    Quest line: The group must bond together and learn enough of each other to at least decide a marching order and some sense of leadership or mutual respect. This requires openness and honesty from each member as to their ability and skills, those who keep secrets or mislead the others will weaken the fellowship and add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you tell the whole truth, keep no secrets, or find mutual interests with others.
  • Line 2 “Clique”:
    Quest line: The fellowship, as it stands, is too small or too focused in some way that adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester can recruit more members, that also increase the diversity of the group with regard to the “too focused” factor then they can add a Success Level instead.
    Character Gain: Gain Yang when you act shy, do not introduce yourself to strangers, or talk to people you know.
  • Line 3 “Hidden Weapons”:
    Quest line: There are members of the fellowship that do not trust other members, often due to a difference of goals, morals or culture. This causes suspicion and disharmony in the Fellowship that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are suspicious of others.
  • Line 4 “Climbing a Wall”:
    Quest line: A member of the fellowship (often the Quester) will become aware of disharmony in the group, even if there is none. This can indicate that the internal strife in the fellowship has been addressed, but if there is no internal strife these accusations will create them. This will add an additional Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, however the fellowship that confronts these difficulties will be united and harmonious afterwards.
    Character Gain: Gain Yin when you discuss, or set, boundaries, expectations or roles.
  • Line 5 “People Cry Then Laugh”:
    Quest line: One in the fellowship (often the Quester) feels isolated from the rest of the fellowship, unvalued and ignored, which may add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. This is not a correct assessment though, and if the character is reassured by the fellowship or companions as to their worth then this will remove the Failure Level, Hurdle or Obstacle that was added. If the character is assured that they are valued, but not for the reasons they expected (perhaps the warrior is valued for their sense of humour, or pragmatic stoicism, not their fighting prowess) then this will instead add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yin when you or someone nearby laughs or cries.
  • Line 6 “Fellowship Beyond the City”:
    Quest line: The fellowship is splintered into different factions, which are often physically and socially separated. This adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the fellowship realise they are fragmented, and try to find common ground with their other factions, and communicate with their greater community and between factions, then they can instead add a Success Level.
    Character Gain: Gain Yin when you find common ground with another, or communicate over a distance.

(14). Possessing Plenty

Ta Yu, Possessing Plenty (or Great Possessing), is a pinnacle, a moment to shine. You are part of the universe, a guest within itself, as such you can achieve all your goals when they are sync with your host.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: During the Possessing Plenty Quest all Difficulties are calculated at high power (making them easier), everything is easier, Stakes are lower and Tensions do not rise as high as one might expect. However, any act of selfishness or prideful behaviour by the Quester will add additional Hurdles, Obstacle or Failure Levels to the Quest.

Quest Complete: A great reward accompanies the completion of the Quest. This is usually a huge Gain for the Quester.

Gains: Gain Chi when you act optimitic, trust another Character, or hope for the best.
Gain Stress if you find you do not have something you need.

Unchanging Edge: When you give Sway, Chi, Yarn, or Twists to another they receive double the amount you lose.
Changing Lines
  • Line 1 “Releasing Harm”:
    Quest line: If the Quester does not state a possible way the Quest may fail it will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. If they can catalogue every possible way the Test or Ordeal could go wrong (in the Referee's opinion) then they may add a Success Level instead (although note the number of possible failures increase dramatically in magical situations and sci-fi/fantasy/horror genres.
    Character Gain: Gain Yin when you mention possible things that might go wrong.
  • Line 2 “A Wagon Arrives”:
    Quest line: The Quester receives some wealth, often in the form of equipment Descendants. If the Quester hoards this wealth to themselves then it will quickly create resentment, jealousy and conflict adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is quick to share this wealth, lending useful Descendants to their companions (and others that need help) then this will add a Success Level instead.
    Character Gain: Gain Yin when you lend your, or give others, Descendants.
  • Line 3 “A Prince Among Folk”:
    Quest line: The Quester should be shown some poverty that even their small riches could alleviate. If the Quester is generous and charitable (giving freely of Chi, Sway or Descendants to help) then they will be rewarded with loyalty, friendship and even additional wealth. Failure to be generous will cost the Quester somehow, often in lost alliances, thefts, or by adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you are generous, giving others Descendants, Chi, Sway or advice.
  • Line 4 “Different To Your Neighbours”:
    Quest line: The Quester is shown that they (and their companions) are different to their “neighbours”, usually discovering that the “neighbours” are very rich and powerful in comparison. These rich neighbours create difficulties for the Quester, adding Hurdles, Obstacles or Failure Levels to their Ordeal or Test as they are caught between this rich neighbours arguments and conflicts. If the Quester can keep centred, avoiding envy and greed, and not get drawn into an open conflict with either neighbour, then they may add a Success Level instead.
    Character Gain: Gain Yang when you avoid envying others, and do not strive to match them.
  • Line 5 “Accessible Truth”:
    Quest line: The Quester who is open and honest, and who stays dignified will add a Success Level to their Ordeal or Test. If the Quester lies, hides, threatens or uses force this will add an Obstacle, Hurdle, or Failure Level instead.
    Character Gain: Gain Yang when you are truthful or dignified.
  • Line 6 “Blessings From Heaven”:
    Quest line: The Quester is currently blessed, adding a Success Level to their Ordeal or Test, but if they act in an immodest, bragging or selfish manner then this will instead add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when you are modest, humble, or truthful.

(15). Humility

Qiān, Humility (or Authenticity or Modesty), is symbolic of balance, justice and reaction. Everything that we do has consequences, and this Hexagram reminds us of that.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Quest of Humility insists that the Quester learns humility to complete the Quest. They may have to abase themselves, submit to a greater authority, or simply demonstrate that they are free from arrogance and pride. Arrogance and Pride of any sort will instantly add Hurdles, Obstacle or Failure Levels, but so will avoiding speaking out against the same in others.

Quest Complete: The Quest that finishes with the Humility Hexagram is over, but the Quester will be treated poorly, as though their contributions were minimal. If the Quester accepts this treatment without complaint then they will be greater respected by those in authority and their allies.

Gains: Gain Chi when you speak or act with authenticity or humility.
Gain Stress if another Character is humble before you.

Unchanging Edge: Pass or Failure can never be more than complete (no superior passes or serious failures, no modified Success Levels may affect you).
Changing Lines
  • Line 1 “Authentic Modesty”:
    Quest line: The Quester is in a dangerous situation, made more dangerous (adding a Hurdle, Obstacle or Failure Level to their Quest or Test) every time the Quester acts without sincerity or from ego with self-serving or immodest actions, demands or concerns. If the Quester can be sincerely modest about their own abilities and position in the Quest then they may instead add a Success Level.
    Character Gain: Gain Yang when you agree with another or keep a secret.
  • Line 2 “Make Humble Gestures”:
    Quest line: The Quester will be judged, according to their modesty, fairness and sincerity (or their lack thereof) by those around them (companions, bystanders, authorities, etc). Each action they have taken, or speech that they have made, that shows signs of pride, arrogance, bias or any desire beyond the needs of the Quest, will add a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you are non-threatening or show humility in your actions (bowing, kow-towing etc).
  • Line 3 “Modesty is Required”:
    Quest line: Great actions, such as those made by a Quester, draw attention from others around. This attention can be distracting, and feed the ego of the Quester, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If however, the Quester can maintain their focus on their goal, and rise above the ego stroking of their companions, authorities and even the opposition then they can add a Success Level instead.
    Character Gain: Gain Yin when you are modest or determined.
  • Line 4 “Modest Action”:
    Quest line: The Quest that the Quester has taken on is theirs, they have been selected for it, and tasked with this Quest, so if the Quester tries to use modesty to get out of the Quest (e.g. “I am not worthy of this Quest”) then that will add a Failure Level, Hurdle or Obstacle to the Questers Test or Ordeal. This can also play out as the Quester appearing to be tempted away from the Quest by external forces (perhaps a desperate soul asks them for help, or some authority invites them away), this appears to be a distraction from the Quest, but if they do what needs to be done (helping those in need, taking time to speak with the authority) it turns out (often by coincidence, synchronicity, or the help of those they helped) to be essential somehow.
    Character Gain: Gain Yang when you take action or recognise another's contributions.
  • Line 5 “Not Getting What You Need”:
    Quest line: The Quester is tasked to perform some activity that they cannot yet complete (such as defeating a powerful foe, casting a spell they do not know, or using equipment they do not own), which adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester can find someone to teach them how to complete this task (or better yet that they can command to perform the task) and do not boast during this recruitment, instruction or commanding then they can add a Success Level instead.
    Character Gain: Gain Yang when you are authoritative, ask for advice, or take what you need.
  • Line 6 “Modest Expression”:
    Quest line: Difficulties and dangers arise often between the Quester and a companion, adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. If the Quester tries to blame this companion for these difficulties, or displays a lack of humility, failure in duty, pride, arrogance or a triggered hitch in some cases (such as fear or self-pity), then this will add another Hurdle, Obstacle or Failure Level. If instead, the Quester is modest and faces these difficulties with courage, and shows respect for their companion, then they will add a Success Level instead.
    Character Gain: Gain Yang when you role-play a hitch (or one is invoked)

(16). Enthusiasm

Yu, Enthusiasm, is believed to be the energy of the gods. The Forces of Heaven expressing in mankind. It is the burst of Spring growth, the rush of the river downstream, the inspiration of the artist. However, Enthusiasm can lead one astray, be careful that you enthuse about the possible, not some unachievable fantasy.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Quest of Enthusiasm will gain momentum and popular support as the Quest progresses. The Quester's own enthusiasm for the Quest will be contagious to other Characters, perhaps even among the Opposition who will admire the Quester and their enthusiasm. The Quester will find that as long as they remain enthusiastic about their goals things will be easier. Pessimism or defeatism however will create Hurdles, Obstacles or Failure Levels for the Quester.

Quest Complete: The Quest that finishes with the Enthusiasm Hexagram indicates that the Quester now finds that everyone who hears about this Quest will have enthusiasm both for the Quest and the Quester. Many will agree to help with their next undertaking, and if this opportunity is seized, new contacts and companions are made, new friendships and new alliances forged.

Gains: Gain Chi when you speak or act with enthusiasm.
Gain Stress when you are enthusiastic about something that is impossible or unobtainable to you.

Unchanging Edge: When you, or others with you, are enthusiastic you may all add +1 Success Level.
Changing Lines
  • Line 1 “Boasting”:
    Quest line: If the Quester is boastful or arrogant, proclaiming their satisfaction, pleasure or own proficiency, especially towards their companions, then this can drive a wedge between them, causing the companions to distance themselves from the Quester and inevitably adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is not themselves boastful then one of their companions, supporters or allies will become boastful instead, and the Quester must distance themselves from them to avoid the additional Failure Level, Hurdle or Obstacle added.
    Character Gain: Gain Yang when you boast.
  • Line 2 “Tempered Enthusiasm”:
    Quest line: The Quester discovers that they have been enthusiastic about something that isn't entirely realistic, as now they are faced with dose of reality. It may be that the Quest has some fantastic steps (such as bridling a unicorn), or more likely that the Quest itself is impossible, or nearly so, at least with their current abilities and equipment, this immediately adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Sometimes the Quester will have to realise that the fantastical instructions are allegorical or symbolic in nature, other times they will involve magical or supernatural forces, depending upon the genre. If the Quester can temper their enthusiasm when faced with reality, but still hope to succeed somehow, then they may add a Success Level instead.
    Character Gain: Gain Yang when you temper enthusiasm in yourself, or others, with a dose of reality.
  • Line 3 “Supported Enthusiasm”:
    Quest line: Some one with authority or power notices the Quester and their enthusiasm, and tries to recruit them to their cause, offering support in return. The Quester should not be led astray or swayed by this offer as it will add Hurdles, Obstacles or Failure Levels to their own Ordeal or Test, but if they reject this recruitment, and the offer at this time, then the support may come later automatically adding a Success Level instead.
    Character Gain: Gain Yang when you are supported by others, or if you hesitate to seek support.
  • Line 4 “Enthusiasm Without Doubt”:
    Quest line: Someone (usually a companion or bystander) will demonstrate enthusiasm for something beyond the Quest, and ask the Quester for support in this endeavour. If the Quester supports this enthusiast in anyway (financially, vocally, militarily, physically or socially) then they will support the Quester back, becoming a companion if they are not, and adding a Success Level to the Quester's Ordeal or Test, if they do not offer any kind of support then this may hurt the relationship, or the lack of support will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when you support another, or display confidence, or trust, in another.
  • Line 5 “Ill, But Undying”:
    Quest line: The Quester suffers an illness, injury, or social isolation, this may occur naturally through play, or be pressed on the Quester by the Quest as need be (unsoakable wounds or similar). If they press on through this situation they will be fine, adding a Success Level to both the Quester's Ordeal or Test and their later attempts to heal or repair this damage. However, trying to rectify this situation (by seeking healing, medicine or company) before the Quest is complete will add an additional Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you are attacked, or have a Wound change state (aggravate, treated, stabilised, etc).
  • Line 6 “False Enthusiasm”:
    Quest line: Someone in the Quest, whether the Quester or one of the companions is being deluded by enthusiasm. Often this is the Quester being blinded by their own enthusiasm to the fact that one or more of their companions is not as enthusiastic as they think, but occasionally it is the Quester themselves who are suffering false enthusiasm, although usually in these cases it is over-enthusiasm that causes the Quester to overstep some line or law. Either way this false enthusiasm will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you dwell on the past, believe the fantastic, are quixotic, or act deluded or drunk.

(17). Following

Sui, Following, tells us to follow others, only through duty, and enthusiastic following, do we learn to be leaders ourselves.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Following Quest indicates that this Quest has been attempted before, perhaps the current Quest-giver once tried to perform the Quest in his younger days, or more likely sent a previous Quester upon the Quest. There may be a map, guide, warning signs, or occasionally a member of the original team, which allows for much more careful preparations this time, and many Obstacles may already be disabled, conversely the original attempt will have created new Obstacles by their actions that won't be noted in the original notes.

Quest Complete: When a Quest ends in the Following Hexagram, no matter how well the Quest went, now is the time to follow orders and do your duties. A figure of authority may arrive to assume command, or the Quester may simply return to their home and normal responsibilities.

Gains: Gain Chi when you follow another, their orders, tracks, or advice.
Gain Stress when you others ask you for advice.

Unchanging Edge: +1 Success Level if following orders.
Changing Lines
  • Line 1 “The Changed Mind”:
    Quest line: The Quester has had some wrong idea about the Quest, and this is realised now, this discovery usually includes adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test as they realise that they have prepared incorrectly, something has changed, or some companion is not the person the Quester thought they were (or does not actually have the skills they are renowned for. If the Quester can find and listen to a new opinion, then this new idea may grant them a Success Level instead.
    Character Gain: Gain Yin when you ask another for advice, discuss options with others, or change your mind.
  • Line 2 “Naive Following”:
    Quest line: The companions becomes aware that the Quester has misled or lied to them about the nature of the Quest. This may be the fault of the Quester, or more likely is due to incomplete or out of date information, or the Quester being lied to by the Quest-giver, but it always adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester must find out the whole truth (both about the Quest and how they misled them) and share it quickly with the companions, to instead add a Success Level as they all agree to help again.
    Character Gain: Gain Yang when you follow another that you probably shouldn’t.
  • Line 3 “Following Reason”:
    Quest line: The Quester should be presented with a choice, two ways of proceeding, one in line with their goals and ethos that has an additional Hurdle, Failure Level or Obstacles, and another that they should have some logical, ethical or moral objection to, but seems simpler and easier. If the Quester seeks out someone more wise than them to help them choose they will instead add a Success Level (and usually suggest a third way that has bends, but does not break the ethics and goals).
    Character Gain: Gain Yang when you apply logic and reason to decisions.
  • Line 4 “Following Flattery”:
    Quest line: The Quester will be approached by thankful bystanders, including characters who are old guard, agents of chaos, opponents, agents of change, etc, who will flatter and compliment the Quester, but also are not useful and add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. However if the Quester can ignore the compliments, remain grounded and remove these not useful characters from their companions then they can add a Success Level instead.
    Character Gain: Gain Yin when you are complimented, praised or congratulated, or you compliment, praise, or congratulate yourself.
  • Line 5 “Confident Following”:
    Quest line: If the Quester is able to do something that might get them praised by some authority, such as demonstrating leadership, intelligence, quick-thinking, good-humour, or a decisive nature, then they will be praised, this increases their social standing (+1 Social Ordeal Level) at least for a while, and adds a Success Level to their Ordeal or Test.
    Character Gain: Gain Yin when you make any decision and are confident that it is the right choice.
  • Line 6 “Wise Following”:
    Quest line: The Quester is approached by a character who either needs or offers help. If the Quester asks for help the character will offer it, adding a Success Level to their Test or Ordeal. If the character asks for help from the Quester, and the Quester helps them, then they will add a Success Level to the Quester's Test or Ordeal. However, if the Quester does not ask or offer help then this will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test instead.
    Character Gain: Gain Yang when you offer another advice, or opinion.

(18). Working Through

Ku, Working Through (sometimes known as Decay, Corruption or Restoration), is symbolic of how unless we constantly work, cleaning, mending and improving things then they will collapse into ruin.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: Working Through indicates a Quest that is in a lot worse state than it first seems, decay and corruption complicate the Quest at every turn. It may indicate that the Quester is ill, perhaps poisoned or gravely injured, or that corruption and criminality surround the Quester, even amongst their allies, friends and family. Working Through can also indicate that a situation, relationship, vehicle, piece of equipment or a building (often the target of the Quest) must be rebuilt or repaired after years of neglect. All this may add Hurdles, Failure Levels, or Obstacles to the Quest, or even new Hitches to Quester.

Quest Complete: The Quest that ends with the Working Through Hexagram ends with profound corruption, or criminality, even amongst the highest authorities. This stops those who have done wrong from being punished, and may even punish the innocent (including the Quester) to hide the crimes of those in authority.

Gains: Gain Chi when you clean, weed a garden, root out corruption, repair damage or heal wounds.
Gain Stress when you realise that the corruption, dirt, damage or wound is too much for you to fix alone.

Unchanging Edge: When working with damage or Wounds of any kind you may add +1 Success Level.
Changing Lines
  • Line 1 “Sins of the Father”:
    Quest line: The Quest is complicated (adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test) by a decay caused either by a rigid adherence to tradition, or a direct connection to the past that connects the Quester (perhaps a predecessor in the same role, previous owner, or the Quester's own ancestor) as some people will blame the Quester, and even seek revenge against them, for the deeds of others. But if the Quester can find some novel approach or solution, and is dedicated to making the change (and even willing to face danger from those who hate them) then they can add a Success Level instead.
    Character Gain: Gain Yang when you try to modernise, update or replace a tradition, out-of-date practice, or unhelpful rule.
  • Line 2 “Ways of the Mother”:
    Quest line: The Quester is faced with some decay that was caused in the past and made through weakness, this may be political (or social) fallout from something that happened in the Quester's past, perhaps due literally to their mother (such as some doubt as to their identity or parentage), but more likely negative gossip, such as the Quester gaining a reputation as gullible, fearful, miserly, or foolish. Regardless of the source the decay adds a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal, unless the Quester can through tact, diplomacy and patience stop this from happening again.
    Character Gain: Gain Yin when you use tact, diplomacy, sensitivity, or patience.
  • Line 3 “Mistakes of the Past”:
    Quest line: The Quester is accused either of old crimes, or of being the descendant of a criminal, there may be truth to these claims or not, but it will be handled best by an apology and if possible an explanation to those harmed, otherwise there will be additional Hurdles, Obstacles or Failure Levels for each wrong uncorrected on the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are repentant, sorry, or you break traditions, practices or rules.
  • Line 4 “Way of the Ancestors”:
    Quest line: The Quester must root out the corruption around them, but they are too weak to do it alone. They may try calling in some help, but this will still add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester does nothing, letting the decay run its course (assuming there is time) then the corrupt parties will turn upon one another, and eventually the Quester may add a Success Level instead.
    Character Gain: Gain Yang when you act in accordance with tradition, normal practices, and within the rules.
  • Line 5 “Sins of the Ancestors”:
    Quest line: The Quester must root out the corruption around them (even among their companions), but they are too weak (or embarrassed) to do it alone. This will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester gets help, from beyond their companions usually from a Law-Enforcer or Old-guard character then they will instead add a Success Level.
    Character Gain: Gain Yang when you accept responsibility or focus on the past.
  • Line 6 “Kings & Princes”:
    Quest line: The Quester that ignores the corruption around them and their past, and focuses instead on moving on and advancing toward the future will have an easier time than those who try to root it out. Trying to root out the corruption will add additional Failure Levels, Hurdles or Obstacles to the Quester's Test or Ordeal. Ignoring the decay and corruption and focusing on the future will instead add a Success Level.
    Character Gain: Gain Yin when you focus on the future (and not the past).

(19). Advance

Lin, Advance (or Nearing or Approach), symbolises the need to advance or approach others. Helping and guiding those who surround us allows all of us to reach our goals.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Advance Quest is easy, everything is favourable to the Quest and Quester right now (difficulties will be calculated as high-power). The only way this could turn around on the Quester is if they forget this good fortune will not continue forever and do not make plans for their inevitable change in fortune.

Quest Complete: When the Quest ends in the Advance Hexagram then the end of the Quest should coincide with some dramatic change, such as the beginning of spring, the sun setting, or the end of the rain. This is a purely coincidental cosmetic effect, that will sometimes be mistaken for some synchronicity or nefarious planning. Otherwise the Hexagram has no effect upon the Quest.

Gains: Gain Yin when you offer advice, teaching or wisdom.
Gain Stress when someone is doing something dangerous, foolish or unwise, in your opinion.

Unchanging Edge: When you play cards to complete Ordeal Stages, or bypass Obstacles, you may take others with you by paying the additional targets Sway cost for the number of followers.
Changing Lines
  • Line 1 “Joint Approach”:
    Quest line: If the Quester is working alone, without help from companions or allies it will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test each time.
    Character Gain: Gain Yin when you succeed with others, explain something, or are sensitive to others emotions.
  • Line 2 “Sincere Advance”:
    Quest line: If the Quester has company and has spoken truthfully with their companions, they will gain a Success Level on their Test or Ordeal. If they have lied or misled their companions then they will add a Failure Level, Hurdle or Obstacles.
    Character Gain: Gain Yin when you sincerely discuss any issue with others.
  • Line 3 “Comfort Does Not Advance”:
    Quest line: Things are going well, but this is itself a reason for caution, as the situation offers the Quester distractions and comfortable reasons to relax. If the Quester becomes complacent, easy-going or careless about their Quest then this will automatically add an Obstacle, Hurdle or Failure Level to their Ordeal or Test each time. If the Quester takes their responsibility seriously and makes deliberate action to further their Quest despite how well things are already going, then this will instead add a Success Level.
    Character Gain: Gain Yang when you point out uncomfortable truths to others, or fail.
  • Line 4 “Complete Advance”:
    Quest line: Somehow the Quester has access to the ear of someone with some social standing or power (often an authority). This gives the Quester an opportunity, if they are supportive of this authority, or ask them questions about their previous mistakes then this will add a Success Level to the Quester's Ordeal or Test as they are accepted by this person who may even become a companion or ally. However, if the Quester does not display the proper respect to this person (couching questions in the appropriate manner), or is not supportive, then this will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test instead.
    Character Gain: Gain Yang when you are supportive of others, or ask searching questions.
  • Line 5 “Wise Advance”:
    Quest line: The Quest includes a Test or Ordeal that is currently beyond the abilities of the Quester, that is revealed to the Quester now. The Quester should take time to seek out companions, employees, or allies with the appropriate expertise for this Test or Ordeal. If the Quester does not recruit the appropriate experts (or having hired them ignores their advice or worse yet micromanages them) then this will add a Failure Level, Hurdle or Obstacle to the already difficult Test or Ordeal. If the Quester recruits an expert that they allow to complete the Test or Ordeal with their expertise this will add a Success Level instead.
    Character Gain: Gain Yang when you learn something about another, or someone you advised succeeds.
  • Line 6 “A Sage Advance”:
    Quest line: The situation ahead is complicated and requires some specialist wisdom or insight from a retired expert. Without assistance from this particular reclusive sage the Quester must add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The assistance of this sage is often difficult to win, requiring some additional Test or Ordeal from the Quester to prove their worth, although occasionally simply being generous to the old beggar on the mountain or having their patience tested by the old, big-eared, three-toed, green creature that lives in the swamp is enough. However, if the Quester impresses the sage enough to guide or help them, they will have much larger plans for the Quester than the current Quest, and may take on a Mentor or Quest-giver role for another Quest or Story.
    Character Gain: Gain Yang when you are generous, put another’s needs before your own, or show you are big-hearted.

(20). Contemplation

Kuan, Contemplation (or Observing or View), is the hexagram of thought and thinking. Acting without thought can often make things worse, but contemplation without action is worthless.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Contemplation Quest is one filled with questions, puzzles, plans and mysteries. Sometimes Contemplation will include elements of the supernatural, even when the genre would not usually permit it, though these elements may be ambiguous or unexplained. The Contemplation Quest is often the Quest that forces a Grunt Character to become a Hero, and a Hero to become a Yarn-Teller, although this is not guaranteed. To an Ordeal Contemplation adds Questions, Hurdles and Obstacles, to a Test it adds Questions and Failure Levels.

Quest Complete: The Quest that ends in the Contemplation Hexagram leaves the Quester and companions philosophical. In closing the Quest at least one Question is asked, often a thematic question, such as “What does this story say about humanity?”.

Gains: Gain Chi when you observe, learn, study or plan.
Gain Stress when you act without thinking, or abandon a plan that might have worked.

Unchanging Edge: You may once per Scene ask the Ref one yes/no Question that they must answer truthfully.
Changing Lines
  • Line 1 “Childish Contemplation”:
    Quest line: There is at least one Question added to the Quester's Test or Ordeal, but this Question is usually something simple and easily answered. If the Quester fails to answer this simple question, or worse pushes beyond it to deeper questions before finding the answer, this will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal as well.
    Character Gain: Gain Yang when you ask simple, surface level questions, act as though you do not understand, or act as though you are embarrassed by your lack of understanding.
  • Line 2 “Door-crack Contemplation”:
    Quest line: The Quester is offered only limited information, such as the view through a door crack, or one side of a conversation. There is ambiguity that could relate to the Quester or to another. If the Quester feels the information relates to (or concerns) them, then add additional Questions, Hurdles, Obstacle or Failure Levels to the Ordeal or Test.
    Character Gain: Gain Yang when you watch or spy on others, or when you demonstrate a lack of empathy, or relate everything to yourself.
  • Line 3 “Deep Thinker”:
    Quest line: The Quester reaches a decision point, on one hand they are offered a chance to continue the Quest, but shown that it will have a negative impact on others (usually injurious or hitch adding to bystanders), there may be an option that has no negative impacts on others, but will be much harder or more difficult for the Quester (additional Hurdles, Obstacles or Failure Levels), or they may choose a way that appears to be quitting the Quest. Often these options as presented are not what they appear, and quitting might be the easiest way to continue the Quest, and the way that seems it might harm others only harms the Quester.
    Character Gain: Gain Yang when you describe the options of a choice, or display concern for how your behaviour makes you appear to others.
  • Line 4 “Contemplate The Kingdom”:
    Quest line: The Quester may notice something amiss, some cruelty or injustice that has been exposed to them by the Quest, or some failing in an organization or business. If they speak to an authority (the king, a vizier, a manager or the owner of the business) about the fault they have seen they will be rewarded, usually with assistance on their Ordeal or Test that adds a Success Level, failure to speak will add additional Questions, Hurdles, Obstacles or Failure Levels.
    Character Gain: Gain Yang when you notice how your actions affect others, or act for the benefit of the majority.
  • Line 5 “Introspective Contemplation”:
    Quest line: The Quest should push the Quester to self-examination. Can they justify the actions they are taking to complete the Quest, and the costs of these actions (such as the impact on their companions, bystanders, or the economy)? Sometimes an authority or mentor will directly ask these questions of the Quester, although sometimes situations will cause them to ask them themselves. Failure to contemplate the results of their actions at all will add additional Questions, Failure Levels, Hurdles or Obstacles to their Test or Ordeal.
    Character Gain: Gain Yin when you are introspective, thinking about your life, and your problems.
  • Line 6 “Contemplate Life”:
    Quest line: The Quester, through deep contemplation, psychic exploration, meditation, psychonautic/pharmacological antics, or spiritual practices, experiences “ego-death”, or psychological death and rebirth, a complete transcendence of “self” and an hallucinatory experience or vision that offers some light on the situation the Quester finds themselves in. This will often result in a new Alt being added to the Quester character, or the coalescence of two Alts within the character, as they expand their psyche significantly.
    Character Gain: Gain Yin when you talk about the past, history or lessons learned.

(21). Biting Through

Shi Ho, Biting Through (or just Biting or sometimes Gnawing or Justice), is symbolic of breaking down, gnawing through an obstruction in the way. It can mean a discussion, chewing over the facts, a criminal trial, or breaking through a social or communication barrier. It is a business lunch, or a family dinner, that moves one forwards, not eating alone.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Biting Through Quest has many Obstacles and is usually a mostly Ordeal based Quest. Biting Through is best represented as a trial (usually judicial but whether criminal, political, spiritual or scientific will depend upon the Story, genre, etc), where arguments and evidence that are presented add Obstacles, Hurdles, Questions and Failure Levels to the other side of the trial. This is a Quest that has a very active and intelligent Opposition, at least the equal of the Quester in some way, and often superior in terms of temporal power and authority. Often all Character types will be represented in the Quest. The Quester may be the judge, a suspect or a lawyer in the case as need be.

Quest Complete: The Quest that ends with the Biting Through Hexagram has some new and additional Ordeal with Obstacles that follows the Quest. This often represents some difficulty upon returning to their home and normal life after the Quest, either literally or metaphorically, although it can represent some penalty for the Quester if they have broken laws during their Quest, or some final judgement they must exact upon another character.

Gains: Gain Chi when you find, point out, explain, discuss, or remove an obstacle.
Gain Stress when you must be dishonest or cruel.

Unchanging Edge: You automatically add your Incarna Score (Boon Reduced) to any Ordeal Card’s Pips that you play on an Obstacle.
Changing Lines
  • Line 1 “Bound Over”:
    Quest line: The Quest is not about a great crime, but some minor transgression. If the Quester is the judge then they must not be too harsh in their punishment, or they will add a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is not the judge then they may have been found guilty of some minor transgression, they should face the punishment (probably paying a minor fine, bail arrangement, or social punishment) or they will add a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you are caught doing some minor transgression, show remorse, or try or pretend to reform.
  • Line 2 “Burying Your Face”:
    Quest line: The Quest is complicated by emotional concerns. If the Quester loses their temper, whether as judge, defendant or counsel it will add a Question, Hurdle, Obstacle, or Failure Level to their Ordeal or Test. However, if the Quester shows shame or regret, for either this loss of temper or for their crime then that will add a Success Level to their Ordeal or Test, and add a Question, Hurdle, Obstacle or Failure Level to the opposition's Ordeal or Test.
    Character Gain: Gain Yang when you are severe, harsh or just plain nasty, or show shame or regret.
  • Line 3 “Biting Through History”:
    Quest line: The Quester is drawn into an old grievance between two parties. This is a poison chalice to drink from, and the Quester will find their situation complicated by it, adding a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test. Even if the guilty party is found (which is unlikely) then this will only create greater resentment, though the punishment is necessary and inevitable.
    Character Gain: Gain Yang when you ignore history, and repeat mistakes.
  • Line 4 “Biting The Arrow”:
    Quest line: The Quester faces great danger, or a powerful, but guilty, individual. If they press on, without fear, despite the threat of raised Stakes then they will gain a Success Level on their Test or Ordeal, withdrawal from this danger will compound these difficulties raising the Stakes and adding an additional Question, Failure Level, Hurdle, or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when your enemy is winning, you are injured, or you are punished.
  • Line 5 “Biting The Bullet”:
    Quest line: The suspect is obviously guilty (according to the evidence, the facts may vary), but the situation is undoubtedly complicated. The Quest always adds a Question, Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, to signify the difficulties and dangers of this trial. The judge of this case must be responsible, and impartial or they will add an additional Question, Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test (especially if the Quester is the Judge).
    Character Gain: Gain Yang when you face danger, pain, or triggering a Hitch, and do not retreat or back down.
  • Line 6 “Bound In Stocks”:
    Quest line: The suspect is believed to be a hardened criminal, guilty of many crimes (although not necessarily the one being tried), suspected of many others, and generally unrepentant. Such a criminal cannot be corrected by punishment, and even trying adds Questions, Hurdles, Obstacles or Failure Levels to the Ordeal or Test of everyone involved.
    Character Gain: Gain Yin when you break rules, show arrogance, stubbornness or shamelessness.

(22). Adornment

Bi, Adornment (or Adorning Grace or Elegance), signifies the grace of acceptance. Accept what is given unto you. Drape yourself in fineries if that is what you have been given. But be careful that your adornments do not become a prison.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Adornment Quest is one concerned with grace, beauty, fashion and art. The aesthetics of the Quest are considered as important as the content in this Hexagram's Quests. The Adornment Quest calls for characters to dress up, the Quest might take place against a backdrop of a red carpet event, parade, an ambassadorial ball, a fashion week, an art exhibition, or a royal masquerade, as examples. There will often be Tests or Ordeals for aesthetics, politics, social situations, dancing and artistic expression, however any Test or Action that has no aesthetic or grace components will be affected by a Failure Level, Hurdle or Obstacle, so every shot fired, or punch thrown will complicate the Quest. Adornment Quests are usually fairly small affairs, unable to impact the world as a whole, although fashions may be changed by the Quest, this usually has limited impact upon the world at large.

Quest Complete: When the Quest ends in the Adornment Hexagram, the Quester is rewarded with a gift that adorns them in some way. This may be a medal (military, civil, or royal service awards), clothing (such as sashes, robes or a uniform), or a suit of ceremonial armour, as the Yarn-Teller and world finds appropriate. The Descendant gained usually has at least one Annex dedicated to “Looking Good”, “Tailored-fit” or a similar aesthetic annex.

Gains: Gain Chi when you are graceful, elegant, artistic, stylish, or aesthetic.
Gain Stress when your artistic merit is mistaken for something else, such as religion, crafts, education, wealth, or “breeding”.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to any action to do with grace, style, or beauty.
Changing Lines
  • Line 1 “Graceful Feet”:
    Quest line: The Quester is offered a choice between an easy way (riding in a carriage) or a harder way (walking). If they choose the easy way the next Test or Ordeal will have an additional Failure Level, Hurdle or Obstacle.
    Character Gain: Gain Yin when you take the hard or simpler option, such as walking instead of riding or driving.
  • Line 2 “Stroking The Beard”:
    Quest line: The Quest includes a situation where the Quester is reminded not to confuse form and function, or not to judge a book by its cover. If the Quester judges someone or something by appearance alone, or acts with vanity about their own appearance then this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you act thoughtful, or try to manipulate or please others.
  • Line 3 “Glistening Adornment”:
    Quest line: The Quester is offered finer things, better clothes, fine wines, and good foods, which can distract them from their Quest. If they accept these indulgences then they will add a Hurdle, Obstacle or Failure Level added to their Ordeal or Test.
    Character Gain: Gain Yin when you worry about everyday concerns, or do not take things at face value.
  • Line 4 “Simple Adornment”:
    Quest line: The Quester is offered indulgences, finery and riches. If they accept these riches then their Test or Ordeal will have an additional Failure Level, Obstacle or Hurdle added. If they ignore the offered indulgences and concentrate upon their Quest and otherwise living simply, then they will receive aid, often in the form of a supporter, or Success Level on their Test or Ordeal.
    Character Gain: Gain Yang when you worry about others, show concern or ignore threats.
  • Line 5 “Grace in Hills & Gardens”:
    Quest line: The Quester may be sickened by the opulence around them, or bothered by attention their beauty or fame has brought them, and may be tempted to flee or seek solitude. If they find a quiet place to hide then they will meet a potential friend, love interest, mentor or ally. If they seek to impress this character with riches and fashionable gifts they will be rejected and add a Hurdle, Obstacle, Question or Failure Level to their Ordeal or Test. If instead they imply that they cannot offer such gifts they will be accepted as the character does not value the adornments of the Quest, but honesty and sincere feelings. This will add a Success Level to the Quester's Ordeal or Test instead.
    Character Gain: Gain Yang when you act inferior, meek or insecure.
  • Line 6 “Simple Grace”:
    Quest line: If the Quester demonstrates physical and social graces, such as proper manners (including tolerance of different manners), then they will receive a Success Level on their Test or Ordeal. Failure to display appropriate manners, being insulting or intolerant, or being overly obsessive (especially vainly or about art or fashion) may even add a Hitch to the Quester moving forwards, and will always add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you accept others, dress down, hide, or do not reveal your full strength.

(23). Splitting Asunder

Po, Splitting Asunder (or Splitting Apart or Destruction), is the decay so that regeneration can occur. Just as a tree should be pruned to make room for new growth, so we sometimes grow stronger after we are harmed. It is time to shed the old habits and ways that held us back. It is the house on the verge of collapse, or the mountain broken into a fertile valley, by an earthquake.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: Splitting Asunder Quests are grim, nasty times where everyone seems to be turning against the Quester. It is during these Quests that times are dark, riots are rumoured in the streets of the capital, armies are on the march or even garrisoned in the town, foul weather, famine and plague haunt the land, and cloaked strangers gather in the corners of the inns, coughing weakly, and muttering words of plague, rebellion and revolt. There are enemies and potential enemies everywhere, and no one feels safe. Only a few merchants and mercenaries are making money and many people turn to crime, stealing what little food remains to survive. Suffice to say it is not a good time for Questing, with all difficulties treated as Low-Powered (making them much more difficult), Stakes are usually elevated so even Social encounters are Medium Stakes, and any Brawling is likely to have someone pull a deadly weapon and raise the Stakes to High or Extreme. There are always additional Hurdles, Obstacles or Failure Levels to every Test or Ordeal during the Splitting Asunder Quest, and even the Quester's Supporters, Allies and companions may leave them due to the rigours of the time. A wise person would not Quest now, but await better times, if they will ever come.

Quest Complete: When the Quest finishes to reveal the Splitting Asunder Hexagram then you are looking at some terrible cliffhanger event having occurred. This may be the Quester laying hands upon their prize, only to have the floor collapse beneath them, or they might hold the castle until dawn, but their reinforcements never arrive and they are captured by the enemy. It is usual to immediately begin this next Quest, perhaps with only a slight delay between sessions or chapters.

Gains: Gain Chi when you survive an attack, retreat before superior forces, spot a deception, or hold something in reserve for later.
Gain Stress when you realise you are deceived or betrayed, or when you have nothing left in reserve.

Unchanging Edge: You may once per Scene move Incarna Draw (Boon Double Reduced) Wounds from yourself to another character with a touch.
Changing Lines
  • Line 1 “The Leg of Bed Splits”:
    Quest line: Criminals and beggars are more common due to the times, and the Quester or their companions are affected by a minor example (a picked pocket, phone scam, tap-to-pay wi-fi hack, often where Sway or Chi is lost but no confrontation happens – although this can be enough to add a Hurdle, Obstacle, or Failure Level that could include a fight). Those loyal to authority, such as the law-enforcers, the old guard and perhaps the Quester themselves find themselves the subject of gossip and slander, and this may also complicate matters for the Quester (adding another Hurdle, Failure Level or Obstacle to the Test or Ordeal) if they become involved.
    Character Gain: Gain Yang when you wait, or change your mind.
  • Line 2 “Edge of Bed Splits”:
    Quest line: The Quester will find themselves isolated from some or all of their companions, adding an immediate Hurdle, Obstacle or Failure Level to their Ordeal or Test. This is usually the result of some danger or peril that threatens the Quester, but sometimes they are separated by capture, traps or a secret door. The Quester alone must face an Ordeal next, that will be at least High Stakes and will often include a fight against some low-life scum who may work for the Opposition, or just be down on their luck. This is usually an additional Ordeal and has no bearing on the Quest directly.
    Character Gain: Gain Yang when you are isolated or helpless, or when you ask a child for help or guidance.
  • Line 3 “Breaking Ties”:
    Quest line: The Quester will find themselves confronted by the dark forces in the Quest, be they criminals, invaders, agents of chaos, etc. If the Quester attacks them then the Quester will suffer additional Hurdles, Obstacles or Failure Levels in their Test or Ordeal, but if they can deal, treaty or reach an accord with these people then they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yang when you leave another, go your own way, stay still while others leave, or talk to your enemies.
  • Line 4 “Bed Splits Open”:
    Quest line: The Quester is injured, if they already have an injury then it is worse than suspected (and now begins to Fester), if they are not injured then they are injured in some accident or incident that takes place immediately after the last Test or Ordeal. The injury should be at least a Maiming Wound, and more often Hitch causing (Mortal+), the Yarn-Teller should use a card from their Hand or Pool to create an Unsoakable Wound. This Wound is immediately applied, if created by the changing line, or increases a present Wound to the new Level, as well as making it Fester.
    Character Gain: Gain Yang when you are being defeated, wounded, or are failing.
  • Line 5 “Shoal of Fish”:
    Quest line: The dark forces that plague the Quest undergo a change, this change usually brings them under the influence of an authority, occasionally even the Quester. This has an easing effect upon the Quest, adding a Success Level to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you do, or ask, a favour, or make a sacrifice.
  • Line 6 “The Highest Fruit Uneaten”:
    Quest line: The dark time is ending, the dark forces will turn upon each other as the old authority reasserts itself, or a new authority arises. The Quester who was loyal to that authority, or spares the Opposition, will gain a Success Level on their next Test or Ordeal. Those who abandoned the authority, or killed during the Quest, will receive punishment in the form of a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you leave something for later, spare an opponent, or are generous.

(24). Returning

Fu, Returning (or just Return), is the Hexagram that sometimes warns us to turn around and go back, or more often that something from our past is returning. Everything proceeds in cycles, Fu shows us this, with a return. Just as the sun begins to return the light after the darkness of the winter solstice or dawn, what has left will return, and if we have made a false start, it is good to return to the start line. It is the Hexagram of second chances and third times the charm, it teaches us to never give up and to try, try again.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: Returning Quests are often based on old Quests or Characters returning. A Quester may return to a place they have been before to engage in a new Quest there, or the Opposition from a previous Quest may reappear engaging in a new Quest themselves, or this Quest may represent the return of light after darkness, health after illness or the return of lost friends (or lost items). However, things that return are always changed somehow from their first appearance, they may be broken, damaged and in need of care and nurturing, or they may be hardened, made crueller, more callous, seasoned compared to their first encounter.

Quest Complete: When a Quest ends in the Returning Hexagram, it is usually a sign that things at the end of the Quest are returned to how they began. The Quest may be completed, but somehow is reset, ready to be done again one day. The most extreme example of this is a “Temporal Loop” or “Ground-hog Day”, where the Quester is literally trapped in a single closed time-like loop, that must be broken to return themselves to normal time (and maybe discover how to manipulate time themselves). More normally, this is simply that the situation at the end of the Quest is very similar to that at the beginning with only a minor difference (in that the Quester learnt something).

Gains: Gain Chi when you do something you have done before.
Gain Stress in any Test or situation if you will not be able to try again after failure.

Unchanging Edge: You may regenerate and Discard all Wounds for a Chi cost equal to the Pips of the largest Wound.
Changing Lines
  • Line 1 “False Starts”:
    Quest line: Something has already gone wrong for the Quester, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. However, if the Quester circles back, or abandons this attempt and starts again with precautions in place (especially by reloading a Chronolith), then they will add a Success Level instead.
    Character Gain: Gain Yin when you reload a Chronolith or restart a project or journey.
  • Line 2 “Quiet Return”:
    Quest line: The Quester suffers an additional Hurdle, Obstacle or Failure Level one their Ordeal or Test as a decision complicates the Quest. If the Quester takes help or advice offered by a wise and compassionate character, this advice will grant them an additional Success Level on their Test or Ordeal.
    Character Gain: Gain Yang when you accept help, or advice.
  • Line 3 “Repeated Returns”:
    Quest line: The circumstances around the Quester change, which may make them insecure and cause them to doubt their previous decisions. If the Quester changes their mind (u-turning or worse flip-flopping in indecision) then each change of mind or direction adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester has made the correct decision and sticks to that, then they will add a Success Level instead.
    Character Gain: Gain Yang when you show bravery, or apprehension, keep your true intentions secret, and stay firm in your decisions.
  • Line 4 “Returns Alone”:
    Quest line: The Quester who is surrounded by companions will receive lots of advice from these companions, each will have an opinion on how best to proceed. In this instance, only one companion has the correct advice that will add a Success Level to the Quester's Test or Ordeal, all other advice offered will instead add a Failure Level, Obstacle or Hurdle to their Test or Ordeal if it is followed.
    Character Gain: Gain Yang when you try to offend others, or are alone.
  • Line 5 “Noble Return”:
    Quest line: The Quester is returning to a place where they are known, and this usually means that they will face repercussions for decisions they previously made, as they are recognised by the locals and reminded of the mistakes they made, or crimes they committed last time. This adds a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, unless they confess their short-comings, mistakes or wrong-doings and apologize to those who believe they wronged by, which will instead add a Success Level. However, if the Quester tries to make excuses (for their mistakes, crimes, performance or behaviour) then they add another Hurdle, Obstacle, or Failure Level each time.
    Character Gain: Gain Yang when you act noble, confess your faults, or make excuses.
  • Line 6 “Missed Return”:
    Quest line: The time for return has passed, and now it is too late somehow. Perhaps the Quester finally braves the dark keep, only to find the enemy army has already marched, or the Quester rushes forth to defend a pass, only to hear reports later that the enemy are already in the lands behind them. Or perhaps the Quester eventually returns home after the war to find the town in ruins. For whatever reason, the Quest becomes meaningless and there is no point to continuing this Quest, instead the Quester should move straight into the next Quest. Trying to continue this Quest is blind obstinacy and adds a Failure Level, Obstacle or Hurdle automatically (to a meaningless Test or Ordeal at this point).
    Character Gain: Gain Yang when you are late, get lost, or you dislike a change.

(25). Innocence

Wu Wang, Innocence (or Unattached / Unexpected / Correctness), is symbolic of not being guilty of any wrong doing. This is the innocence of a law-abiding citizen, and also the innocence of a child. A baby knows the way to grow without instruction, but only with instruction do they learn to be a member of society. The problem is that Innocence is easily broken, corruption abounds, and given time always succeeds.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Innocence Quest indicates that the Quest is based around concepts of youth and/or innocence, this might mean the Quest is set in a school, or out in a bucolic (pastoral, rural, natural or dramatic) environment. Often the Quest will actually be without actual opposition (although opposition may be imagined), or the opposition that is present is instinctual and passive, rather than an active planning opposition, this “opposition” is often an animal or child themselves, not aware of the problems they are causing the Quester. The Innocence Quest will occasionally involve the Quester competing against an imagined foe, they might be tasked with holding a castle for a month against an expected siege, only to have the besiegers never appear. The Quester who acts rashly, selfishly or dishonestly will suffer additional Hurdles, Obstacles or Failure Levels throughout the Quest.

Quest Complete: When a Quest ends with the Innocence Hexagram then there is a general sense that everything might turn out okay. Things are generally returning to normal, the world is under good governance and the status-quo is reasserting itself. That isn't to say that everything will turn out okay for the Quester, if they are not innocent themselves then things may turn on them.

Gains: Gain Chi when you maintain your innocence, keep away from wrong-doers, and pestilence.
Gain Stress when you see vermin, pestillence or corruption.

Unchanging Edge: When attacked by a Character you may trigger an Incarna Draw (Boon Double Reduced) Card Psychology Test that must be beaten or the original attack will be redirected.
Changing Lines
  • Line 1 “Innocent Behaviour”:
    Quest line: If the Quester behaves innocently, believing they are doing the right thing, then it should turn out that is true. This adds a Success Level to their Test or Ordeal. If the Quester doubts themselves, however, or does not believe they are acting correctly, then this will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal instead.
    Character Gain: Gain Yin when you believe you are doing the right thing, or ask someone to check you are.
  • Line 2 “Work Is Its Own Reward”:
    Quest line: The Quester is often tasked with (or sets themselves) a difficult, usually physically arduous task or labour (such as chopping wood, cleaning the house, garage or stables, hauling enough water from a well to fill several barrels, mixing concrete by hand, building a stonewall or a cairn) that has some restriction (often a time limit or a minimum area, or number). This task is usually presented as an additional Medium Stakes Ordeal. The completion of this task will add a Success Level to the Quester's Ordeal or Test. Failure to complete this task adds a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test instead.
    Character Gain: Gain Yang when you stick to what you know, get on with the task at hand, or seek a teacher.
  • Line 3 “Undeserved Misfortune”:
    Quest line: Bad luck strikes the Quester, often in the form of something being stolen from them or lost. This may be a terrible set-back or a minor inconvenience, but what is important is how the Quester handles this misfortune. If they are stoic, fatalistic about it, or cheerfully accept that their loss is another's gain, then they may innocently add a Success Level to the Test or Ordeal. If they focus on the loss, hoping it may be returned to them, or worse seek revenge for it, then their innocence is broken and their Test or Ordeal will add at least one Failure Level, Hurdle, or Obstacle.
    Character Gain: Gain Yang when you are stoic, or fatalistic, exploit of another’s innocence (or naivety), or steal something.
  • Line 4 “Persevering”:
    Quest line: The Quest becomes more difficult and dangerous, adding Hurdles, Obstacles and Failure Levels to all Ordeals and Tests. However, if the Quester remains optimistic, grounded and does not get upset at these problems then they may instead add a Success Level on their Ordeal or Test.
    Character Gain: Gain Yin when you are optimistic, do not play the victim, or persevere.
  • Line 5 “No Medicine”:
    Quest line: An unexpected evil appears, this may be in the form of an injury or wound that the Quester suffered earlier beginning to fester, or some actual evil character. If the Quester has an injury and they refuse treatment, let nature take its course, or ignore the evil, they gain a Success Level on the next Test or Ordeal. Medical treatment of the injury or the Quester trying to confront this evil will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal instead.
    Character Gain: Gain Yin when you are calm, do not seek help or medicines, let nature take its course, or reveal the truth.
  • Line 6 “Innocent Inaction”:
    Quest line: The Quester should not take any action to further their Quest at this time. They may have an instinctive drive to continue, but the attempt will create additional Hurdles, Obstacles or Failure Levels to the Test or Ordeal. For now all that can be done is to prepare, wait or hide.
    Character Gain: Gain Yin when you are cautious, prepare defences, wait, or hide.

(26). Taming Force

Ta Ch’u, Taming Force (or Great Controlling Power), the symbolic representation of amplification. Horses pulling together in proper harness can achieve more than wild horses running. A man cannot move a rock directly with a shovel, but if he makes the right cuts it will roll away in a redirected river. Proper control and knowledge can create huge results.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Taming Force Quest indicates a Quest that is about accumulation and storing things up, often some sort of social, economic, magical or spiritual power, usually to create a great change of some sort. Usually a Taming Force Quest has a backdrop of social or political discord, and often there is some element of hidden history, power or treasure to the Quest that must be revealed for the Quest to move on. The Quest will create a situation that requires someone with a strong personality to take charge, often this will be the Quester themselves.

Quest Complete: When a Quest ends with the Taming Force Hexagram the Quest rewards the Quester with some Gain, often a new Skill, Talent or Power in the form of an Annex, Descendant or Extra as required.

Gains: Gain Chi when you rely on a Descendant to pass a Test or Ordeal.
Gain Stress when a powerful Descendant is in another’s control.

Unchanging Edge: Once per Scene you may Double your Score (if already Doubled it becomes Triple not Quadruple) for Incarna Draw (Boon Double Reduced) Chi.
Changing Lines
  • Line 1 “Danger on the Horizon”:
    Quest line: There is some obvious danger to the situation that implies the Quester should not press on immediately. Perhaps there are riots, social disorder, family turmoil, the opposition has already vowed to kill any who try, or an enemy army besieges the town stopping them from leaving easily. Pressing on will add an additional Hurdle, Failure Level or Obstacles to the Test or Ordeal, where as waiting instead and ignoring the Quest will cause this line to change on its own.
    Character Gain: Gain Yin when you suspect others motives.
  • Line 2 “Spokes from the Wheel”:
    Quest line: The Quester is forced to remain still for a while, this is often a result of traffic, or vehicular problems. If the Quester displays patience and rests while they are able, then there will be no misfortune, but is they insist on pushing ahead against these factors then they will add a Hurdle, Failure Level, or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin when you are still, unmoving, asleep or unconscious for a period.
  • Line 3 “Herd Leader”:
    Quest line: The time for waiting is over, whatever was blocking the Quester from progressing is now removed. Often an authority, old guard, law-enforcer or even the Quest-giver will lead the way, and the Quester can follow them on. However, the situation is still dangerous and the next step must be an Ordeal.
    Character Gain: Gain Yin when you practice, drill or train, or an Obstacle is removed by another.
  • Line 4 “Young Bull Restrained”:
    Quest line: The Quester must act immediately, moving to the next stage immediately, any delay at all will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you pay attention to the little picture, the details, head trouble off before it can grow, or nip something in the bud.
  • Line 5 “Castrated Boar Tusk”:
    Quest line: If the Quester acts against the opposition directly and immediately they will add a Success Level to the Test or Ordeal, and may weaken the Opposition indirectly somehow as well.
    Character Gain: Gain Yang when you attack, or render a threat harmless.
  • Line 6 “The Way of Heaven”:
    Quest line: Everything is successful, the Quest is completed now, and the Quester may make a Gain, often rewarded by the Quest-giver or an authority.
    Character Gain: Gain Yin when you take the higher ground, literally or morally.

(27). Nourishment

Yi, Nourishment (or Mouth Corners or even Nourishing Vision), is the hexagram of nurturing. Food is a great bounty, but all our actions nourish some desire we hold. If you understand your own actions, you understand your needs, and those of others. If you would understand another see what they nourish or cultivate, and see who they are.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Nourishment Quest nurtures some aspect of a character, usually, but not always the Quester or a big-bad. The Nourishment Quest might, for example, add a new Alt to a character, or integrate an existing Alt, or it may add Proficiencies, Skills, Talents, Powers or Super-Powers to a character, or most often it will add Lores to the big-bad. Any Nourishment step will add a Hurdle, Failure Levels, or Obstacle to the Test or Ordeal, unless that Test or Ordeal is concerned with consuming nourishment, either physical, mental or spiritual nourishment

Quest Complete: The Nourishment Hexagram at the end of the Quest indicates a Feast of some kind. This may be a huge victory celebration, with fine foods and drinks, but is more likely not a physical feast, but a mental or spiritual one. Devouring a book, exploring a museum, a third eye opening vision quest, these are all options for this Hexagram. This is much more a reward than a Test or Ordeal, but it may still feature some Test or Ordeal aspects as they have to ingest and digest the nourishment.

Gains: Gain Chi when you share with, or feed others, cook and tend food, or nourish something.
Gain Stress when you cannot give someone something they need.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Ordeal Cards to any Healing action or attempt.
Changing Lines
  • Line 1 “Requiring Nourishment”:
    Quest line: The Quester is hungry for some nourishment, most often this is spiritual or mental nourishment that they seek, but a situation can occur where they might be physically starved, of course. If the Quester finds their own nourishment (hunting, gathering or purchasing ingredients, and cooking their own food) then things are normal, but if they look to another to nourish them (not cooking themselves), then this adds Hurdles, Obstacles or Failure Levels on their Test or Ordeal.
    Character Gain: Gain Yin when you are greedy or envious.
  • Line 2 “Not a Sage on a Mountain, but a Beggar on a Hill”:
    Quest line: The Quester needs nourishment, however they cannot provide it for themselves (perhaps an authority limits access to suitable sources, or famine) and must either work on without it, or accept it from an authority. Working with an empty stomach, or accepting nourishment from another character will result in an additional Hurdle, Failure Level or Obstacle.
    Character Gain: Gain Yang when you eat alone, or are anti-social.
  • Line 3 “Dessert First”:
    Quest line: The Quester receives the nourishment that they seek, and they enjoy it, but it is not the nourishment that they really require. This is the spiritual, intellectual or natural equivalent of a junk food diet, or perhaps filling a spiritual void with material possessions and pleasures, and each time it is consumed it adds a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This is the time for the Quester to realise that this nourishment is worthless, and to seek out better provision, and another character should tell them this now. If the Quester acknowledges this desire is not good for them and seeks out a more wholesome nourishment (often a more traditional, austere, or difficult path) then they may add a Success Level instead.
    Character Gain: Gain Yang when you seek pleasure or acknowledge your desires.
  • Line 4 “Nourished by the Mountain, like a Tiger”:
    Quest line: The Quester must focus on one thing at this time, but is what they truly pursue the Quest, or their own Nourishment? As long as they pursue either one exclusively they will have a Success Level on their Ordeal or Test, but if they choose to try to pursue both, even if they ask for help from companions so they can focus on one while the Quester focuses on the other, it will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you ask another for a favour, or seek what you want.
  • Line 5 “Turn from the Path”:
    Quest line: The Quester should be offered a way to turn from the path that they are on (be it the Quest or nourishment). They are offered options such as continuing, rejecting the Quest (perhaps handing it off to some one else), rejecting the nourishment (turning aside from those self-enriching pursuits), waiting and resting until something changes (including learning something new that may shift the balance or gathering resources to allow them to proceed later), or embracing the status-quo and not changing a thing. Of these things only embracing the status-quo or waiting, will not add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you break a task down into smaller steps, procrastinate or waste time.
  • Line 6 “Real Nourishment”:
    Quest line: The Quester should become aware that they are a source of nourishment for others, they teach others around them, and are responsible for those they teach. While they may not be able to nourish themselves, they can nourish others. If the Quester works for others (teaching or training others, or even manual labour for a land owner or authority), rather than for themselves, then they add a Success Level to their Ordeal or Test, and by some unexpected manner often complete the Quest or find a new source of nourishment for themselves and others. If the Quester works only for themselves and their goals they add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you act for the benefit of others.

(28). Exceeding Greatness

Ta Kuo, Exceeding Greatness (or Preponderance of the Great, Critical Mass, or Breaking Point), is a symbol that something has become too powerful, an adjustment is required. Something is out of balance, and exceeds the greatness it should have. It is the final straw that breaks the camel’s back.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Exceeding Greatness Quest shows us a situation on the brink of collapse. It may be that a critical mass of people now disagree with the authorities, that a dam is fit to burst and needs only a single rainstorm to trigger catastrophe, or that the building has begun to collapse due to age or poor construction. The status-quo is weakening, about to collapse, and even a small push will destroy it. It is the calm before the storm, the quiet demonstration before the revolution. Any attempt to change the circumstances or status-quo will be easier somehow (high-powered Difficulty) and have a Success Level, but any attempts to preserve, hold or maintain the status-quo and current situation will add additional Hurdles, Obstacles or Failure Levels to the Tests and Ordeals necessary.

Quest Complete: When the Quest ends in the Exceeding Greatness Hexagram then the Quester has usually become too powerful. They will face some balancing force or event that will cut their new found power. This may be a catastrophic collapse, with the Quester stripped of power and imprisoned, but as often it is a gradual decline, as previous allies, supporters, investors and companions drift away, removing the Quester's political, economic, and social power.

Gains: Gain Chi when you act quickly, confidently or alone.
Gain Stress when you realise that you have acted at the wrong time.

Unchanging Edge: You may add your Personality Annex Dice to any roll once per day.
Changing Lines
  • Line 1 “Spread White Rushes”:
    Quest line: The situation is very dangerous, and adds 1d6 Failure Levels, Hurdles, or Obstacles on the Quester's Tests or Ordeals. The Quester who takes precautions can remove these Failure Levels, Hurdles or Obstacles, one for each precaution.
    Character Gain: Gain Yang when you take precautions, act with humility, or follow a plan or procedure.
  • Line 2 “Neophile”:
    Quest line: The Quester will be shown something new, this might be a new love interest, a new technology, a new spell or a new companion. If the Quester rejects this new thing without thought then there will be a Failure Level, Hurdle or Obstacles on their Test or Ordeal.
    Character Gain: Gain Yin when you are brave or try something new.
  • Line 3 “The Ridgepole Sags.”:
    Quest line: The Quester should be warned by an authority that pressing ahead with their Quest will disrupt the status-quo and destabilise the situation. If the Quester presses on with their Quest without taking stock of these warnings then they will add a Failure Level, Hurdle, or Obstacles on their Test or Ordeal and disrupt the status-quo for better or worse.
    Character Gain: Gain Yin when you take no precautions, or act as if you feel trapped, overwhelmed, or out of options.
  • Line 4 “The Ridgepole Braced”:
    Quest line: Disaster appears imminent and adds a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal, but if the Quester works with others, gathering a force to combat this disaster often from beyond their companions, then they may add a Success Level instead. However, if the Quester attempts to use this force for their own purposes (completing their Quest for example) then this will add an additional Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act as though disaster is imminent.
  • Line 5 “Neophobe”:
    Quest line: The situation around the Quest grows more unstable, and the status-quo further seems to lose power when a new authority appears that recruits many powerful people to their new policy, technology, or pact. If the Quester is amongst those who ally with the new authority at this time they will add a Failure Level, Hurdle or Obstacles on their next Test or Ordeal.
    Character Gain: Gain Yin when you cling to the familiar or old, or refuse a new thing.
  • Line 6 “Go Deeper”:
    Quest line: The danger is upon everyone now adding at least one Hurdle, Obstacle or Failure Level to every Ordeal or Test. However if the Quester can make a suitable and significant sacrifice (sometimes their own life) then they can add a Success Level instead.
    Character Gain: Gain Yang when you rely on intuition, diligence or courage, and push into potential danger.

(29). The Deep

Kǎn, The Deep (or Abyss, Abysmal or Meeting Danger), signifies that danger surrounds you. You are in deep water, hanging over the abyss, move incorrectly and you may die.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Deep Quest is so dangerous that those involved in it will usually have become inured to the threat. This is the depth of the war, the heart of the battlefield, the centre of the political minefield, or the boat floundering over the abyssal trench. The Deep Quest may focus on water directly (with boats, whales or submarines), or the Deep may represent another danger (space for example is really just more dangerous water), occasionally this will be an emotional or psychological depth which a character is not yet be equipped to handle, which creates danger. Sometimes the danger of the Deep may be harnessed, such as when a fast-flowing river separates two kingdoms, both sides employ the danger of the river to protect themselves from the other. The Deep Quest is always High Stakes (or higher), but often the Tension Level does not fall where you might expect.

Quest Complete: A Quest that ends in the Deep Hexagram ends with the Quester in deep trouble. Sometimes this will be a cliff-hanger, that moves the Quester on to a new Quest (such as escaping the danger they now find themselves in), but more often this indicates an ambiguous ending to the Quest, where many may believe the Quester died, only to have them reappear at a later time, perhaps injured, or bearing new scars.

Gains: Gain Chi when you are in danger, at risk, or you cross water.
Gain Stress whenever you deliberately move into a dangerous situation.

Unchanging Edge: You create and suffer all Wounds as though the Stakes / Success Level were Incarna Draw (Boon Double Reduced) Higher.
Changing Lines
  • Line 1 “Fall into the Deep”:
    Quest line: The Quester who is seduced by the evil or danger, causing them to take dangerous risks, add a Failure Level, Hurdle, or Obstacle on any Test or Ordeal.
    Character Gain: Gain Yang when you do not play it safe, take risks, or wait for danger.
  • Line 2 “Dangerous Deep”:
    Quest line: The danger is mounting,and insurmountable adding at least 2 Hurdles, Obstacles or Failure Levels on any Test or Ordeal. If the Quester weighs the risks and finds the safest way forward they may add a Success Level instead.
    Character Gain: Gain Yin when you act cowardly, afraid, but continue anyway.
  • Line 3 “Clinging On”:
    Quest line: The Quester is caught between two dangers, one ahead and one behind. Only a fool would press on right now, so if the Quester does add at least a couple of Hurdles, Obstacles or Failure Levels on their next Ordeal or Test. The correct path is waiting, or occasionally turning one danger on the other which will add a Success Level instead.
    Character Gain: Gain Yang when you remain calm, rather than acting rashly and perhaps making things worse.
  • Line 4 “Food Through a Window”:
    Quest line: During a time of danger the normal rules do not apply. The authorities, law-enforcers and old guard are forced to behave differently, rules and etiquette are simplified, and often the simplest solutions are most effective in times of stress. For the Quester if they complicate things that could be simpler, they will add a Failure Level, Hurdle, or Obstacle to the Test or Ordeal, but if they simplify things as much as possible then they will add a Success Level instead.
    Character Gain: Gain Yang when you keep things simple or restate something in simpler terms.
  • Line 5 “The Deep is Only So Deep”:
    Quest line: For the Quester a way out of danger appears, but this path of least resistance leads away from their Quest goals. If they push into danger to complete their Quest they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, but it is the only way they will succeed.
    Character Gain: Gain Yin when you attempt something impossible, or with little chance of success.
  • Line 6 “Bound in Prison”:
    Quest line: The Quester's ego brings this danger upon themselves as the Quest goes ahead. Each warning they ignore, or any period of indecision adds a Failure Level, Hurdle or Obstacle to their Tests or Ordeals, and additionally increases the Tension Level by one, until eventually the disaster strikes, adding an additional immediate Ordeal to the Quest as they struggle to escape the danger.
    Character Gain: Gain Yang when you ignore warnings, or are paralysed by indecision.

(30). Fire

Li, Fire (or Light, Clarity, Radiance, or Clinging Brightness), is a symbol of light, hope and openness, and because of how we learned to control it, fire is one of our original technologies and often represents our intelligence. Fire has no form, but clings to the fuel at its base. It creates shadows and motion that is both real and illusion. By the candle’s burning we perceive the cave.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Fire Quest is based upon art, culture, intellect, illusion, shadows and perceptions. The Quester must use their intelligence, and a commitment to the truth, to dig past the illusions and shadows that cling to this Quest. The Opposition will be artistic, cultured, creative, and deceptive, twisting the facts to make the authorities oppose the Quester whenever possible. If the Quester stays true, and remains calm when confronted by these authorities and false claims, then they will succeed, if they lose their self-control, or cannot perceive the truth through the lies then additional Hurdles will be added.

Quest Complete: The Quest that ends upon the Fire Hexagram ends with light. This may be a literal dawn, a huge fire (perhaps a burning building, a sacrificial or crematorial flame, a bonfire, or lighting beacon), or it may be a revelatory light, the dawning of an idea or Revelation.

Gains: Gain Chi when you demonstrate intelligence and creative thinking.
Gain Stress when you cannot cling to another for help or emotional support.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to the Score of any Key, Awe, or Phoenix Tests or attacks.
Changing Lines
  • Line 1 “Criss-crossed Footprints”:
    Quest line: There is a confusing situation (as when many paths cross), and often a pressure upon the Quester to hurry (or the villain may get away). If the Quester hurries, beginning too quickly, then they will make a mistake that adds a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they remain calm and focused upon their task then add a Success Level instead (even if they may be late giving their report, for example, they will be forgiven for being thorough).
    Character Gain: Gain Yin when you act while confused, or act rashly or hastily.
  • Line 2 “Yellow Sun”:
    Quest line: The noon sun shines straight down, and shadows are mostly concealed, yellow is also the colour of beauty, culture and the arts, so they are emphasised in this part of the Quest, creating a potential cultural-shock situation (whether intellectually or artistically out of their depth, or confused by the bizarre nature of the culture or art) and this adds a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The Quester who is well-travelled, or well-read, or suitably versed in art or culture and can engage with this high-brow situation will add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yang when you display culture, artistic merit, or succeed.
  • Line 3 “Setting Sun”:
    Quest line: The evening sun casts long shadows, and complications appear as time grows short. These complications add a Hurdle, Obstacle or Failure Level to the Ordeals or Tests, and if the Quester complains about these complications this will add another. However, if the Quester ignores the complications caused by the dying light and works until they cannot work any longer, they will add a Success Level instead.
    Character Gain: Gain Yin when you complain, or act old.
  • Line 4 “Sudden Fire”:
    Quest line: The fire consumes as it illuminates, and some who see the light do not take time to understand it before they spread it. The Quester is exposed to some idea (this maybe a new Style, Proficiency or Annex &mdash often in the form of a Descendant) but not to the consequences that it may have. If the Quester displays too much excitement, accepts this idea too quickly then it will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin when you don’t worry about consequences or waste time on short term goals.
  • Line 5 “Floods of Tears”:
    Quest line: Events conspire to make the Quester's and other people's lives sadder and more complicated, adding a Hurdle, Obstacle or Failure Level to all their Ordeals or Tests, and can in some extreme circumstances add a Lament Hitch. However, if the Quester takes time out of this sadness to comfort others who have been similarly affected then they will instead add a Success Level.
    Character Gain: Gain Yang when you worry about others.
  • Line 6 “Leader Alone”:
    Quest line: The opposition in this Quest are numerous, but lead by an authority who must be confronted and punished. Punishing the lesser opposition will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, but if they confront the opposition authority directly they will add a Success Level instead, as the opposition followers will disband.
    Character Gain: Gain Yin when you fire or punish another, spare those who were just following orders, or argue.

(31). Courtship

Hsien, Courtship (or Influencing, Wooing or Joyful Receptivity), symbolises how we attract and court those things we need in our lives. Like attracts like, as you are, so are your friends and your love.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Courtship Quest usually features a potential love interest, or a potential partner, ally or friend (referred to as the potential). The Quest will place the Quester and another character in close proximity, and may even give them aligned goals, although they may begin at odds in some way (often due to being from different Story Conflict Sides beyond the Quest) various Social Ordeals may cause them to become allies, partners, lovers or even spouses.

Quest Complete: The Courtship Hexagram indicates that the Quest ends with the Quester “winning” their love interest. This is usually due to the Quester having revealed to the love interest both their attractive qualities, and those unattractive qualities that were matched by or aligned with the otherwise unattractive qualities of the love interest.

Gains: Gain Chi when you smile at, flirt with, declare your attraction to, or love for another.
Gain Stress when the attraction is not mutual.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) to any Psyche Attack once per Scene.
Changing Lines
  • Line 1 “Motion Begins in the Toe”:
    Quest line: The Quester and their potential companion are in close proximity, and even this proximity may be enough for each to feel attracted to the other (“what is that wonderful scent?”, “who was that?” etc). Each displaying interest in the other is usual, but if the Quester displays too much interest at this stage (declaring love, infatuated behaviour, etc) it will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test and make things awkward with the potential.
    Character Gain: Gain Yang when you act enamoured, infatuated or distracted about something or someone.
  • Line 2 “Knee Follows Foot”:
    Quest line: The Quester wishes to meet the potential again, but it is too soon, the Quester should display patience, wait for a better time, or make preparations for a later date. If the Quester and potential meet again at this time it will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal as they become distracted by the potential.
    Character Gain: Gain Yang when you prepare actions into a Style Pool.
  • Line 3 “Thigh Follows the Heart”:
    Quest line: The potential and Quester may meet, emotions run high, and often lead to humiliation. If the Quester tries to influence or manipulate other people's emotions at this time, or allows their own emotions to be influenced or manipulated by others, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they will be humiliated somehow. If the Quester takes no action to at this time, except waiting or resting, then they can add a Success Level instead.
    Character Gain: Gain Yin when you show your emotions, or humiliate yourself.
  • Line 4 “Heart Follows Wish”:
    Quest line: Now is the time for potential and Quester to declare their truths. If they are attracted, like, love, want to marry, they should say so. However, not being honest, being manipulative, or being secretive at this time will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you try manipulation, influence or indirect action.
  • Line 5 “Spine Follows Heart”:
    Quest line: The Quester observes something that reveals some information about the potential that they did not suspect. The Quester that is confused by this information, untruthful with themselves about their feelings, or is too rigid or inflexible in their thinking to react positively to this information will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester who adapts quickly to this discovery, is honest about their feelings on the news, or reacts positively to this information may instead add a Success Level.
    Character Gain: Gain Yin when you flirt, or act overwhelmed by emotions.
  • Line 6 “Mouth Follows Heart”:
    Quest line: The Quester and the potential are given a chance to talk. If this talking time is wasted, rambling, not getting to the point, or ignoring the Quester's or potential's feelings, then it will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. However, if they speak of things of significance (such as what their plans are, will they marry, how many children do they want, etc) and take an action such as signing a contract, kissing, getting engaged, making a blood pact, marrying, shaking hands, or perhaps a kiss goodbye, then the Quester will add a Success Level instead.
    Character Gain: Gain Yang when you talk, or try to communicate, convince or persuade.

(32). Persistence

Heng, Persistence (or Persevering or Duration), is symbolic of those aspects of life that are always enduring. No matter what happens, they pick themselves up, dust themselves off, and continue. This Persistence is what keeps us breathing, it is what holds together a successful marriage, and is what keeps the world turning, and planets and stars orbiting.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Persistence Quest is about commitment, endurance and ongoing struggles. The Persistence Quest usually explores an established relationship that the Quester already has (a marriage, a partnership, a friendship, an enmity), drawing that character directly into the Quest in a way that they have not been before (so a love interest may get caught up in the Quest by being kidnapped, or believing the Quest to be some excuse to cheat insist on accompanying the Quester into danger). The Quest tests the Quester's commitment to this relationship and to the Quest, usually by changing things within the Quest (varying who the opposition actually is or what their abilities actually are) and even in the relationship (most often power dynamics within the relationship are changed).

Quest Complete: The Quest that ends in the Persistence Hexagram does not truly end, but instead adds some last minute complications that mean the Quest is far from completed. Usually this change will also increase the stakes of the Quest, often raising the Tension of the story simultaneously. Examples might include, having studied the artefact for days, and finally determined it is a puzzle box, now you must work out how to open it, or having opened it, now you must understand the clues that were hidden inside. If you were tasked with guarding something, a new threat that you were not warned about appears that continues to threaten what you are guarding, etc.

Gains: Gain Chi when you endure, persist, or try again.
Gain Stress when you quit any task, Quest, Test, or Ordeal.

Unchanging Edge: Add +1 Success Level for each recent failure in the same Stage or Scene.
Changing Lines
  • Line 1 “Seeking Persistence Too Soon”:
    Quest line: If the Quester is impetuous, too quick to agree, or has high expectations, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If they are patient and slowly work towards their goal add a Success Level instead.
    Character Gain: Gain Yang when you are guided by intuition, jump to conclusions or rush in.
  • Line 2 “Regret Vanishes”:
    Quest line: Something about this situation is unusual, unnatural or even abnormal, because of this, any attempt to solve problems “the usual way”, by “trying harder” or “working smarter”, will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. If the Quester attempts something they normally would not, even something unlikely to succeed, in a restrained, cautious way, they will add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yin when you change tactic, use a different approach, or try a simpler way.
  • Line 3 “Persistently Mortified”:
    Quest line: The Quest targets the Quester's character (such as their Persona, Core, Hitches, Resolved Hitches, Geometry, I-Ching) usually in the hopes of causing embarrassment, humiliation, shame, and distress. To this end the Quest will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test as a complication and whenever the Quester is actually embarrassed, humiliated or shamed.
    Character Gain: Gain Yin when you act embarrassed, humiliated, or ashamed.
  • Line 4 “No Game in the Field”:
    Quest line: There is some deception or misunderstanding in the situation. The Quester is like a hunter in a field with no game, they are searching in the wrong place, or acting incorrectly somehow. Their quarry, the Quest itself, lies somewhere else, perhaps, or maybe they are approaching the Quest incorrectly, stalking when they should be baiting, or laying traps when they should be besieging. Unless the Quester changes their operation, or location, add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you give up, leave, or go to try somewhere else.
  • Line 5 “Persistently Changing”:
    Quest line: For a partnership, company or marriage to survive changing times, it must change its ways. This line indicates that the situation around the relationship is changing, perhaps the spouse or friend is terrified by the life the Quester is living, or perhaps they too are drawn in deeper, partners becoming friends or even lovers as their situations evolve. However, both partners must remain true to themselves, and any dishonesty or self-deception will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you act strangely, irrationally or unconventionally.
  • Line 6 “Even Persistence Fails”:
    Quest line: The Quest is best accomplished with more haste and less speed. Rushing around, leaping to conclusions and racing to the next location is going to cause an accident or mistake to happen. If the Quester hurries or rushes too much, not taking their time to check facts, for example, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you rush to conclusions, lack focus, act anxious, or walk away to relax.

(33). Withdrawal

Tun, Withdrawal (or Retreat or Retire), is the hexagram of walking away, or disengagement. When one is truly content, you do not seek to engage an obstacle. Face it, sometimes running away, and living to fight another day is the best plan. Or to put it another way, sometimes we need to take a step back before we can contnue forwards.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Withdrawal Quest features a powerful force of opposition and great dangers that surround the Quester. This Quest is not winnable in the normal way. The Quester must choose the correct moment to retreat from this situation. Too early will only result in failure, too late at the situation will have become uncontrollable. The way the Quester withdrawals is important too, to flee before the superior enemy is an act of desperation, but to prepare your retreat, creating traps to harry your pursuers, that is an act of strength. So this situation can only be survived by careful retreat at the proper time.

Quest Complete: When the Quest ends in Withdrawal the Quester should expect to have to escape a vastly superior foe. This is not the careful withdrawing of the Withdrawal Quest, but a flight before an enormous army or terrible monster. This is usually an immediate High-Stakes motional Ordeal that will often include a fight or two.

Gains: Gain Chi when you retreat, find a way around, or withdraw from company.
Gain Stress when you press forwards into danger.

Unchanging Edge: You may draw the card atop the Discard pile whenever you dodge, avoid or evade an attack or question.
Changing Lines
  • Line 1 “Tail Between Your Legs”:
    Quest line: The Quester encounters or spots the enemy. If they flee now they will attract attention to themselves and add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you retreat or retire with Wounds.
  • Line 2 “Hold Fast”:
    Quest line: The time to retreat is not yet, the enemy is strong and swift. If the Quester tries to retreat now, the enemy will pursue adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal. Only enduring this situation is appropriate and if the Quester can endure this, they will add a Success Level instead as eventually the too eager enemy will act impetuously.
    Character Gain: Gain Yang when you endure rather than retreat.
  • Line 3 “Blocked Withdrawal”:
    Quest line: The time has come for retreat, but something (often Obstacles or characters among the companions or authorities) is blocking this retreat. If these characters cannot be persuaded to leave then they must be abandoned and this situation escaped. Each Scene the Quester does not escape, will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you can’t stop, an Obstacle blocks your retreat, or you retreat and others stay.
  • Line 4 “Withdrawal Withheld”:
    Quest line: It is time to withdrawal, but the Quester has reasons not to withdrawal yet. Companions and authorities in this case call for withdrawal, and will leave the Quester behind, which will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal (as they may be condemned for this lack of discipline later).
    Character Gain: Gain Yin when you stay while others leave.
  • Line 5 “Persevering Withdrawal”:
    Quest line: The timing for a successful retreat is critical in this situation. Withdrawing early will cause rapid pursuit to follow, adding a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. Withdrawing late will do the same, with the Quester's position being overrun and them being captured. However, if the retreat is perfectly timed, then the enemy will not even know they have retreated, and the Quester may add a Success Level instead.
    Character Gain: Gain Yin when you retreat in good order, call a truce, or surrender.
  • Line 6 “Guiltless Withdrawal”:
    Quest line: The correct time for retreat, escape or withdrawal should be obvious to the Quester. If the Quester orders retreat and waits until their companions are free, then they retreat without incident and may add a Success Level to their Test or Ordeal as all previous Hurdles, Obstacles or Failure Levels accumulated are
    Character Gain: Gain Yin when you are alone, or all your allies withdraw with or before you.

(34). Great Power

Da Zhuang, Great Power (or Great Invigoration), is the Hexagram of invigorating speeches, wood or brick breaking strikes, and mental prowess. This is the power of true heroes, those brave, intelligent, and strong leaders, are built around a constant virtue, or benevolent core.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Great Power Quest offers the Quester power, whether temporal, political, of will or body, or a literal new power (or superpower). However, the Quest of Great Power is really about how that power might corrupt the Quester, and how they handle the responsibility that such power brings. If the Quester is granted a power it is usually early in the Quest to help them further the Quest. They may even be granted the power, or trained in it, by the Quest-giver.

Quest Complete: When a Quest ends with the Great Power Hexagram then the Quester is rewarded with a power or super-power often in the form of a descendant. This may be a reward of political power, or some dedicated training or education, but most often is in the form of a piece of often magical equipment.

Gains: Gain Chi when you use your strength, political authority, or powers for the common good.
Gain Stress when you are reckless or arrogant.

Unchanging Edge: Once a Session, Chapter, or Episode you may add all Incarna Facet Nimbeds to one of your Annexes. Once a Scene you may add One Incarna Facet Nimbed to an Annex.
Changing Lines
  • Line 1 “Strength in the Toes”:
    Quest line: The Quester has learned the very basics of their new power, but if they rely upon it too much, or attempt something too complicated there will be misfortune (add a Failure Level, Hurdle or Obstacle to the Test or Ordeal ).
    Character Gain: Gain Yin when you use your most powerful Annex.
  • Line 2 “Power Stance”:
    Quest line: The Quester must face their Test or Ordeal while relying upon their new power. If they use their new power only, they may add a Success Level, however if they display signs of over-confidence, or if they fail to use their new power at all, add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you stand up (for what you believe in / against others / while everyone sits, etc).
  • Line 3 “Entangled Power”:
    Quest line: If the Quester boasts about their new power, makes empty threats, or uses their power at full strength, this will complicate things adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you hide your true power, use a weaker Annex, pull the punch, reduce the Success Level, etc.
  • Line 4 “Horse Power”:
    Quest line: The power the Quester holds is somewhat like an ability to drive, while they may be very skilled, the car being driven applies restrictions to the driving, they can only drive the car from inside, and cannot drive this car as though it were another car or a helicopter. The Quester who tries to use their power directly and outwardly, are ignoring what the car is capable of, and this adds a Failure Level, Obstacle or Hurdle to their Test or Quest. The Quester who perseveres and practices with using their power internally and indirectly, removes Obstacles in their way, just as a skilled driver might familiarize themselves with the car, service, tune-up and improve the car however necessary before driving it, or switching to hover mode, will add a Success Level to their Test or Ordeal instead.
    Character Gain: Gain Yin when you check everything is ready, repeat an action, or drive or ride a vehicle.
  • Line 5 “Goat Power”:
    Quest line: The Quester will be tested once again, this time the test is not about their use of power, but about their character and whether the power is corrupting them. If they are belligerent, stubborn, or power-crazed in any way, then the power may be removed from them, and they will certainly add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are stubborn, push too hard, or refuse to listen.
  • Line 6 “Ram Caught in Fence”:
    Quest line: The Quester will face an opposition of equal or greater power who blocks their way or progress. If they charge in or retreat before this enemy they will become stuck, entangled in combat potentially and add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If instead they stand against this enemy and hold firm, with patience, they will add a Success Level instead (although there is no guarantee that the Quester will win this stand-off).
    Character Gain: Gain yang when you get stuck, blocked, or obstructed and are patient.

(35). Prospering

Chin/Jin, Prospering (or Advancement or Progress), is the Hexagram that symbolises enlightenment. But this is not genius in yourself, but the ability to sense and release genius in others. It is the strength of a magnetic field that draws metal within itself, the ultimate in yielding power.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Prospering Quest promises the Quester an opportunity. This is often a new job, or a promotion, but they can also be a financial, social, intellectual, academic, magical or political advancement opportunity. Prospering Quests often accompany a Plot-driven Gain event, and are usually fairly simple in nature with the Quester learning to work with their companions in a new way, that results in rapid easy progress. Prospering Quests can become complex when the Quester is caught between different factions, such as when when the Quest-giver and the Quester's companions oppose each each other in some way (such as the companions not believing the Quester should have been promoted).

Quest Complete: The Quest that ends with the Prospering Hexagram will see an unexpected reward for the Quester. This windfall reward is often a Gain of Wealth, Yin, or Chi that represents discovered treasure, reward money, insurance pay-outs, or some unconnected lottery win.

Gains: Gain Chi when you succeed at any Test, Ordeal Stage or Quest.
Gain Stress when you fail any Test, Ordeal Stage or Quest.

Unchanging Edge: You may use your Personality Annex Boon/Die in the place of any Talent Annex Boon/Die once per Scene.
Changing Lines
  • Line 1 “Three Steps Forward, Two Steps Back”:
    Quest line: The Quester has some initial success, but is then rebuffed. Whatever progress they felt they made is taken away, suddenly. If the Quester remains calm or optimistic things will reassert themselves soon, but if the Quester becomes glum or angry at the situation then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you are rebuffed, denied, meet an Obstacle, or when you are generous or kind.
  • Line 2 “Grandmother Brings Happiness”:
    Quest line: The Quester is unable to progress on their own, stymied by lack of contacts or an inability to communicate their need. An authority, often much older than the Quester and with attractive Yin power (often Wealth) will offer the Quester aid. This aid is not based on political issues or selfishness, but genuine concern and principles.
    Character Gain: Gain Yang when you help another achieve a goal.
  • Line 3 “Prosperous Accord”:
    Quest line: The Quester who joins a Pact, makes an alliance with another, or has companions helping them will add a Success Level to their Test or Ordeal. Those Questers who are untrustworthy will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you act trustworthy, respectful, or explain your goal.
  • Line 4 “Squirrel Prosperity”:
    Quest line: The Quester is offered small (usually monetary) gains that would be easy to take, but not honest, such as a shopkeeper, with some ulterior motive, offering free products, discounts, or bribes, a stranger dropping a fat purse upon the road unobserved by any but the Quester, or the Quester discovering a stash of gold in a cave and not reporting it to the lord. If the Quester takes and keeps this small gain, not returning it or reporting it to authorities, add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you attempt to attract attention, get in over your head, or admit you can’t do something.
  • Line 5 “Remorse Vanishes”:
    Quest line: The Quester is granted some influential position for some reason. This new position offers them the chance to make both gains and losses, depending upon how they handle the situation. If the Quester remains loyal to those who gave them this position then add a Success Level to the Test or Ordeal, but if they focus instead on their personal gains and losses then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you are gentle or loyal.
  • Line 6 “Blowing Your Horn”:
    Quest line: Some of the Quester's companions or employees act against them, trying to disrupt their Quest or gains. The Quester may win a Success Level on their Test or Ordeal by punishing those who work against them fairly, but firmly according to their Quest-giver, otherwise add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you are firm, but fair, cite your achievements, or brag.

(36). Shuttering The Lamp

Ming Yi, Shuttering The Lamp (or Wounding of the Bright or Darkening the Light or Brightness Hiding), every day has its night. One shutters the lamp to conserve its fuel, and to allow one’s eyes to adjust to the darkness. You also contain an inner light, the philosopher’s fire of intellect, imagination and will, there are times when these too should be shuttered for your protection.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Shuttering The Lamp Quest indicates that we have entered a time of great darkness and danger, to walk around with a bright lamp at this time would make one a target. You must shutter that lamp to not be targeted. This often applies figuratively, where the Quest (or some aspect of the Quester's character) will place the Quester in opposition to the authorities, and the Quest must be accomplished with this added danger. For a example, if homosexuality and use of magic are both illegal, then a gay wizard Quester will have a much harder time protecting his prince, as both his sexuality and actions are likely to draw attention.

Quest Complete: When a Quest ends with The Shuttering of the Lamp Hexagram then the Quester is likely injured in the end. This is not a deadly injury, but does weaken the Quester, often by creating a new Hitch.

Gains: Gain Chi when you hide, keep low, or act stupid.
Gain Stress when you cooperate with others.

Unchanging Edge: You may add a Success Level to any Test or Ordeal Action in exchange for an Unsoakable Level of Wound. So taking a Distract Wound adds 1 Success Level, taking a Carnage Wound would add six Success Levels to the action or Test.
Changing Lines
  • Line 1 “Closing the Shutters”:
    Quest line: If the Quester is bold add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they are furtive and deprive themselves of even necessities in order to keep a low profile (for example, not leaving their hiding place, despite a lack of food) then they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yin when you hide, keep a low profile, or aren’t noticed.
  • Line 2 “Stumbling in the Dark”:
    Quest line: If the Quester has been wounded reduce the Wound one Level now automatically (Mortal becomes Crippling, etc) and all such Wounds are never fatal (no Dead or Destroyed Hitches may be created on the Quester), as long as the Quester flees immediately, they help others, or are helped by another. If they are not wounded themselves and do not help others who are injured, then add a Failure Level, Hurdle, or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you help another, or act while Wounded.
  • Line 3 “Gloaming Hunt”:
    Quest line: The sun is set and the twilight fades, but in the dying light the Quester and the opposition catch sight of each other. If either party tries to injure the other this will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. However, if either party surrenders to the other, then this may bring a Success Level instead (if they discuss their differences and come to some mutually beneficial agreement).
    Character Gain: Gain Yin when you face your problems, capture an enemy, or travel during dusk.
  • Line 4 “Heart of Darkness”:
    Quest line: The Quester finds themselves in opposition territory (such as the villain's base), they get close enough that the enemies thoughts and plans are revealed to them, but staying too long will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal every few minutes.
    Character Gain: Gain Yang when you despair, have a bleak outlook, or recognise your own darkness in another.
  • Line 5 “The Shuttered Mind”:
    Quest line: The Quester is in danger and must hide what they really think, and their real motives to progress. They may be surrounded by the opposition and have to pretend to be of them, or they may discover those they thought were their allies actually have very different agendas. If the Quester is not successful in hiding their own motives and feelings then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you hide your motives, yourself, or act the fool.
  • Line 6 “Snuffing the Lamp”:
    Quest line: It is always darkest before the dawn, and just when things seem at their most evil, the evil turns on itself. The Quester will have to survive until and as the opposition turns upon itself. The Stakes are always at least High during this Ordeal, and sticking to their normal tactics, ethics or values adds a Failure Level, Hurdle or Obstacle to any Test or Ordeal.
    Character Gain: Gain Yang when you ignore mores, values, morals, or ethics, and walk a middle path.

(37). Family

Chia Jen, Family (or The Clan or Dwelling People), is symbolic of the support that an extended family provides. It is the family home, the kitchen and hearth, faithfulness, and everything we feel we are is usually gifted to us by our family. Rich or Poor alike can agree it is all they have at times.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Family Quest shows the Quester their duties, roles and responsibilities in their society, because the family is the microcosm of society as a whole, the father and mother represent authorities, the older son may also have an authoritative, but less responsible, role, whereas younger sons and daughters have roles that include obedience, but reduced responsibilities. The Family Quest therefore explores the Quester's social situation, whether as closely as their family, or as broadly as their species.

Quest Complete: The Quest that ends in the Family Hexagram is one that finds the Quester in a familiar place once again. This place is one that they find harmonious and should feel safe in (if only because they are used to it). The situation may make companions uncomfortable as it is dissimilar to their own home experience.

Gains: Gain Chi when you co-operate with, support, or are supported by another.
Gain Stress when your “family” or any of its members are threatened.

Unchanging Edge: You may, when working with family (or very close friends or lovers), add Incarna Draw (Boon Double Reduced) Success Levels to every action by a ‘family’ member once per Session / Chapter / Episode.
Changing Lines
  • Line 1 “Family Rules”:
    Quest line: Ground rules control how we all interact. If everyone follows the rules then there will be success (and add a Success Level to the Test or Ordeal). If the Quester deliberately breaks rules or laws to accomplish their goals then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you set or follow a rule.
  • Line 2 “Family Routine”:
    Quest line: The routine of the everyday is a busy enough schedule that Quester should be kept busy. If the Quester is kept too busy to work on their Quest, then add a Success Level to their Test or Ordeal. If the Quester is not too busy and manages to work towards their Quest goals then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you try to maintain order.
  • Line 3 “Family Peacemaker”:
    Quest line: There is some argument or trouble between members of the family or society. A balance between the needs of members and their responsibilities must be made, as at the moment some needs are being ignored and some responsibilities are not being performed. The Quester should help resolve these issues, or they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you talk about mutual benefits, expectations, or punishments.
  • Line 4 “Matriarch”:
    Quest line: The Quest involves a Matriarchal character. They may be an older woman, such as a Grandmother, or simply be a character concerned with the welfare of others within the society or family. The Quester should learn from this Matriarch, whether it be how to keep a family fed on a budget, or simply the power of working with others. If the Quester is wasteful, or does not work well with others for the benefit of all, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you work with others, or finances.
  • Line 5 “Patriarch”:
    Quest line: The Quest involves a Patriarchal character, they are respected and powerful, not to be feared, but trusted. If the Quester learns from their example then they will add a Success Level to the next Test or Ordeal. If the Quester does not show respect to others, or acts to undermine trust, then add a Hurdle, Failure Level, or Obstacle instead.
    Character Gain: Gain Yang when you show respect, or are shown it in return.
  • Line 6 “Family Business”:
    Quest line: The Quest involves some family business or social agenda that the Quester is expected to become a part of. If they accept their role in the business then they add a Success Level to the Test or Ordeal. If the Quester rejects the social agenda and their position within it, then add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when others gain any Sway or Chi.

(38). Opposition

K’uei, Opposition (or Polarising), tells us that there is a opposition to our ideas and purposes. It may be that some one disagrees with your ideas, or someone who used to agree with you has changed their minds and diverged from your beliefs, or that you are just alienated. Perhaps you are two people who are incompatible with each other, or that you are simply incompatible with anyone.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Opposition Quest is all about a powerful opposing force to the Quester. This might be a powerful monster, an influential group or a single character, often of immense intellect, wealth and political or criminal power. This oppositional force will oppose the Quester completing their Quest both indirectly and directly. The Opposition in the Quest will have their own goals and usually have their own Quest to complete, so while the Quester may not immediately be able to complete their own Quest, their small actions may disrupt the opposition Quest and lead to an opportunity to complete their own. Opposition Quests are polarising for the general populace, as the phrase “If you aren't for us, you are against us” applies to both sides of this Quest, and bystanders and common folk will be drawn into the conflict between the Quester and the Opposition.

Quest Complete: The Quest that ends with the Opposition Hexagram reveals a new opposition who directly opposes the Quester moving forwards. They may even begin a revenge Quest that is intended to undo the Quester's successes. It is a declaration that the Quester has a new enemy, and of course, you know — this means war.

Gains: Gain Chi when you or anyone nearby argues, disagrees, opposes or fights.
Gain Stress when someone agrees with you.

Unchanging Edge: When countering / parrying you may automatically Draw and play Incarna Draw (Boon Double Reduced) cards.
Changing Lines
  • Line 1 “A Lost Horse”:
    Quest line: The Quester encounters the Opposition directly, and unless they extremely cautious (hiding, calm, carefully worded communications) add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester tries to use force to overcome the Opposition at this time feel free to add additional Hurdles, Obstacles or Failure Levels as appropriate.
    Character Gain: Gain Yin whenever you lose or leave something (a fight, an argument, an object, a relationship)
  • Line 2 “Boss in the Street”:
    Quest line: By sheer chance the Quester will run into an authority that they may have been avoiding (perhaps the Quest-giver if they have made little or no progress on the Quest), this chance encounter helps the Quester, granting them an additional Success Level on their Test or Ordeal, perhaps as they have assistance from this authority. However, any misunderstandings or lack of honesty at this time may add a Hurdle, Obstacle or Failure Level to their Ordeal or Test instead.
    Character Gain: Gain Yin when you hold a grudge, or do not forgive another.
  • Line 3 “Wagon Halted”:
    Quest line: The Quester is frustrated and stuck, no matter what they try. No progress on the Quest can be made now (adding 2 Hurdles, Failure Levels, or 5 Obstacles to any attempts). Sometimes this blockage appears physically, with traffic halting any progress the Quester may try, but more often this is a figurative blockage in the way.
    Character Gain: Gain Yang when you act frustrated, humiliated, or misunderstand a situation.
  • Line 4 “Isolated”:
    Quest line: The Quester is isolated, separated from their companions, and surrounded by those loyal to the opposition. They may even be a prisoner of the enemy. However, this isolation places the Quester in contact with a potential ally, who also opposes the opposition for a different reason. Normally, until the ally is met the Test or Ordeal has an added Failure Level, Hurdle or Obstacle but once the alliance is made this adds a Success Level.
    Character Gain: Gain Yin when you are alone.
  • Line 5 “Heroes Always Fight When they Meet”:
    Quest line: The Quester meets a rival Quester, who has goals aligned completely with the Quester. Typically misunderstandings, disguises, isolation, and lack of communication cause these Questers to believe each other to be the opposition, and they fight. This fight is an additional Ordeal added to the Quest, and is usually Medium or High Stakes, sometimes the Questers are known to each other, and occasionally they may even be companions who believe the Quester was killed by the opposition.
    Character Gain: Gain Yin when you misread a situation, or apologize.
  • Line 6 “Companion Devils”:
    Quest line: The Quester must either keep company with the opposition, having earned their respect or trust, while hiding their Quest as they complete it secretly, or the Quester suspects their own companions are agents for the opposition. Usually, there is no mole, but the Quester may drive their allies away with this mistrust and defensive attitude, adding a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you talk to your enemies.

(39). Obstacles

Jian, Obstacles (or Obstruction, Barriers, or Limping), signifies the Obstacles that get in the way of us achieving our goals. Obstacles and barriers force us to Innovate to bypass or defeat them. Overcoming our barriers is part of our growth process.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Obstacles Quest is one that signifies a great danger lies ahead, the Quest will be more difficult and dangerous at every turn than the Quester would want or expect. Every Ordeal that occurs during the Quest will have at least one additional Obstacle, and Obstacle Quests always have at least one Hurdle that must also be overcome (even if that Hurdle is the Quester's own Embodiment Facet. These Hurdles often relate to faults (particularly Flaws and other Hitches) in the Quester, rather than external forces working against them.

Quest Complete: When the Quest ends with the Obstacles Hexagram then the Quest veers in the end into dangerous territories. This often adds an immediate Ordeal, that must include at least three Obstacles (usually dangerous traps, fights and the like), and at least one Hurdle.

Gains: Gain Chi when you meet an Obstacle, Hurdle, Snag or Fray or another barrier or set-back and change direction or work around the issue, rather than confront it head on.
Gain Stress when you take on an Obstacle, Hurdle, Snag or Fray head on.

Unchanging Edge: You may play any card as a Yarn Obstacle once per Stage, and you may add Incarna Draw (Boon Double Reduced) Success Levels to any action to do with Obstacles.
Changing Lines
  • Line 1 “Going Leads to Obstruction”:
    Quest line: If the Quester attempts to push forwards, rather than hold their position, then add a Hurdle, Failure Level, or Obstacle to the Test or Ordeal. The Quester who holds their position, and assesses the barriers to their progress, and how best to deal with them, they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yang when you do not go first.
  • Line 2 “The King’s Servant Obstructed”:
    Quest line: The Quester is offered a choice, that simply places an additional Hurdle, Failure Level or 2 Obstacles on their Test or Ordeal, if they continue with the Quest, or duties. An authority (perhaps even the Quest-giver) may recommend to the Quester to abandon the Quest completely.
    Character Gain: Gain Yang when you face a problem or don't follow advice.
  • Line 3 “Coming Back”:
    Quest line: The Quester is faced with a situation where one choice will harm their companions or innocents (often applying an Unsoakable Wound or an Obstacle, Failure Level or Hurdle to their next Test or Ordeal Actions) and the other choice will harm their chances of completing the Quest (adding a Hurdle, Failure Level, or 2 Obstacles to the Test or Ordeal).
    Character Gain: Gain Yin when you are back in a place you have been before.
  • Line 4 “Return for Help”:
    Quest line: Reaching the next barrier the wise Quester would stop here and wait for their companions to join them. If the Quester has companions then they can add a Success Level to the Test or Ordeal, but if they try to push on alone, add a Failure Level, Hurdle or Obstacle.
    Character Gain: Gain Yang when you ask someone for help.
  • Line 5 “Friends Arrive when Obstacles are Biggest”:
    Quest line: The Quester should encounter another character who is already caught upon an obstacle or barrier. If the Quester chooses to help this other character past their barrier, the character will help the Quester past their barrier (add a Success Level). If the Quester does not help the stuck character, then add a Hurdle, Failure Level or 2 Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin if you help another past a barrier or Obstacle.
  • Line 6 “Coming Leads to Triumph”:
    Quest line: The Quester cannot ignore or remove themselves from Obstacles, they can only face the Obstacles and try to power through. Adding an Obstacle or Hurdle will also add a Success Level, attempts to avoid Obstacles or circumvent a Hurdle will add Failure Levels, Hurdles and more Obstacles.
    Character Gain: Gain Yang when you prepare an action.

(40). Burst Asunder

Jie, Burst Asunder (or Liberation, Removing Obstacles, Taking Apart, or Deliverance), is symbolic of untangling that which binds. It is the breaking of bonds, destruction of barriers, and piercing of security. It is a warning to let go of emotional ties, anger and the negative thoughts that plague us all.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Burst Asunder Quests are most often heists, capers or prison-breaks, the Quest opposition have strong defences that will have to be penetrated by the Quester and any companions in order to secure the object of the Quest. A Burst Asunder Quest is barely dealt with simply, there will be layers of security and each layer will require dealing with very differently, guards may be intimidated and killed, walls may be tunnelled through, laddered over or blown up, locks may be picked, or keys may be stolen, and sometimes the Quester may have someone on the inside (or have to become the “insider”) or the Quester may be a prisoner trying to burst out. Burst Asunder Quests are at least Medium Stakes and always contain at least one High Stakes Ordeal (either firearms are being waved around or someone is climbing in a dangerous situation).

Quest Complete: The Quest that ends with the Burst Asunder Hexagram ends with a huge lifting of Tension. The Quester may be worried about the Quest-giver or another authority having a negative response to them returning with the Quest complete, but of course, they are actually more pleased the Quester has survived the Quest than if they even completed it. The Burst Asunder ending is the glorious return to home, and a outpouring of emotion from those who stayed at home.

Gains: Gain Chi when you open a door, defeat bypass an Obstacle, or rest safely.
Gain Stress when you swear revenge.

Unchanging Edge: You may once per Stage, add Incarna Score (Boon Reduced) to any roll, test or Ordeal Card Pips, to do with barriers, doors, or Obstacles.
Changing Lines
  • Line 1 “Without Blame”:
    Quest line: The Quester full of confidence in their plan, adds a Success Level to their Test or Ordeal. Usually this takes the form of a successful intelligence gathering, or initial team assembly.
    Character Gain: Gain Yang when you act confident.
  • Line 2 “More Cunning than a Fox”:
    Quest line: The Quester and the assembled companions must formulate a plan of attack. This plan is often cursory in nature, and may include more information gathering and recruiting specific team members or specialists. Care should be taken to not come to the attention of the opposition or the authorities at this time, or the Quester will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you are cunning, careful or uncover the truth.
  • Line 3 “A Fool and His Money”:
    Quest line: The Quester must identify the target, whether this is the opposition, or the object, depending upon the Quest Facet. Correctly identifying the proper target will add a Success Level, but any mistake at this point will add a Hurdle, Failure Level or numerous Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you are foolish or spend Chi.
  • Line 4 “Liberate Yourself”:
    Quest line: One of the Quester's companions is secretly working against the group. They may be a mole for the opposition, or be working for another authority with a different Quest. Something causes them to tip their hand and this creates an opportunity for the Quester to root them out and separate them from the others. Failure to root out the mole will add a Failure Level, Hurdle or Obstacle as genuine friends and companions will begin to leave or fear for themselves.
    Character Gain: Gain Yin when you act as though adventure awaits you, or you just met your new best friend.
  • Line 5 “Self-Deliverance”:
    Quest line: The final barrier between the Quester and the target is revealed. Only the Quester has the skills, talents and powers of all the companions to complete the Quest, but if they rely on the other companions to complete parts of this Ordeal then they will add a Success Level.
    Character Gain: Gain Yang when you are earnest, sincere or optimistic.
  • Line 6 “Shooting A Hawk From The Wall”:
    Quest line: If all has gone well the object of the Quest is in the Quester's hands, now all that remains is to escape with the goods. If the Quester has a good plan that will still work, or takes a moment to make a new plan then they can add a Success Level, but if their plan is already compromised and has no suitable contingency then add a Hurdle, Failure Level or 3 Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you race to be first or best at anything.

(41). Reduction

Sun, Reduction (or Decrease or Diminishing), is symbolic of the falling blossom in late spring, and the falling leaves of autumn. Periods of growth are followed by dying back, and everything in nature cycles. Sometimes the decrease is nothing more than a transformation, as trees bloom, then fruit.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Reduction Quest indicates the situation is precariously balanced, any large, ill-considered action could upset this balance, causing disaster for the majority of people. This situation might mimic the plight of a village caught between two warring tribes, or a lord who must raise taxes to repay a debt he owes, or risk forfeiting the land and its people to his evil debtors. For the Quester this means there is often two different sets of opposition, both of which oppose the Quest for different reasons. Both of these opposing parties may have Quests of their own that intersect and interact with this Quest. The Quester is encouraged to perform only small considered actions in this environment, and not draw attention to themselves, as it will add additional Hurdles, Obstacles or Failure Levels to the Tests and Ordeals of the Quest.

Quest Complete: A Quest that ends in the Reduction Hexagram indicates a Quest that ends in some sacrifice by the Quester. This sacrifice is most often a pledge (or Hitch Taboo / Duty ) to never again use some power or device that they developed for the purpose of the Quest. Sometimes the Descendant that granted the power will be destroyed, but more often it is locked away, to cause trouble later. The sacrifice made must be voluntary, made by the Quester for their own good as much as the good of others.

Gains: Gain Chi when another spends Chi nearby.
Gain Stress when you spend Tao or Facet Sway.

Unchanging Edge: Once per Story you may double your current Chi instantly.
Changing Lines
  • Line 1 “Going Quickly”:
    Quest line: Things may be going well for the Quester to begin with. They may be offered help or asked for it by another. If they are asked for help and withhold it, or accept any help they are offered, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. The Quester who accepts no help, but freely offers their own to others will add a Success Level.
    Character Gain: Gain Yin when you help another or turn down help.
  • Line 2 “Increase Others”:
    Quest line: An authority (perhaps of the opposition) asks the Quester to help them somehow, this help it turns out will reward the Quester, but may go against their principles (or against their companions principles). Providing this aid, but not compromising their principles will add a Success Level. Failure to assist at all, or compromising those principles will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you give 2 or more Yin to another.
  • Line 3 “Three Left, Only Two Arrive”:
    Quest line: There is a problem in the Quester's companions, at least one of the companions does not get on well with some of the others, usually due to jealousy, but this may be due to a connection to one or other of the opposition parties. When this occurs, keeping all the companions will mean that the Quester must add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. Reducing the number of companions by even one will solve this. Leaving all bar one of the companions, will allow the Quester to add a Success Level.
    Character Gain: Gain Yang when you work alone, or in pairs.
  • Line 4 “Decreasing Faults”:
    Quest line: The Quester is offered the opportunity to decrease the Boon of a Hitch, this may be as a step towards eventual resolution of the hitch or is more often some remedy or treatment that is offered by a third party. If this aid is accepted then the Hitch will be reduced in Boon somewhat (around Phoenix Score Boons). If the aid is not accepted though, this may complicate matters for the Quester, adding a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you avoid triggering a Hitch, or work with others.
  • Line 5 “Others Benefit You”:
    Quest line: The Quester has a short period of great good fortune, they add a Success Level to the Test or Ordeal, this is usually because the Quester is helped by almost everyone they meet.
    Character Gain: Gain Yin when you succeed.
  • Line 6 “Increase Without Decreasing Others”:
    Quest line: The Quester makes a gain, but it is a gain that they can allow to benefit everyone, such as secret knowledge they may make public, rather than than a treasure or item. If the Quester tries to keep this treasure for themselves then this will cause them problems, and add a Failure Level, Hurdle, or Obstacle to the Test or Ordeal. If they share this gift as intended then they may instead add a Success Level.
    Character Gain: Gain Yang when you pay a price or make a sacrifice.

(42). Increase

Yi, Increase (or Accumulating), follows decrease as growth follows die back, spring follows winter and day follows night. What is springs from what is not, as the universe sprang from nothingness through the big bang and matter and energy cannot be destroyed, but only transformed.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Increase Quest describes a situation where the Quester has great fortune. Everything they attempt, whether in a Test or Ordeal, will add a Success Level, and they may help others with great efficacy. Increase Quests usually include travel over water, often as part of a business trip or vacation, and typically include a Gain.

Quest Complete: The Quest that ends in an Increase Hexagram, signifies a Quest that rewards the Quester with a gain that usually means the resolving of a Hitch, or a Training / knowledge Descendant.

Gains: Gain Chi whenever another gains Chi nearby.
Gain Stress when you act quickly or boldly.

Unchanging Edge: All Chi gained by the Character from any source is doubled
Changing Lines
  • Line 1 “Positioned for Greatness”:
    Quest line: The Quester is incredibly well positioned for some opportunity, perhaps they are behind the opposition, flanking their forces, or they have some resource already procured that is essential to the Quest. The Quester adds an additional Success Level to all actions, whether in a Test or Ordeal.
    Character Gain: Gain Yin when you observe and think before acting.
  • Line 2 “Someone Increases You”:
    Quest line: Someone, often an authority, assists the Quester, a Quarter-master for example may gift them equipment or training for the problems ahead (in these cases the equipment should be specific to the Tests and Ordeal Obstacles ahead). This assistance typically grants the Quester an additional Success Level on the Test or Ordeal.
    Character Gain: Gain Yang when others gain Yin.
  • Line 3 “Increased By Misfortune”:
    Quest line: Another character is affected by a great misfortune, loss, or injury. If the Quester assists this character, they will be assisted in return in their Quest, adding a Success Level to their Test or Ordeal. If they do not help this will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when anyone nearby fails.
  • Line 4 “Increase The Middle”:
    Quest line: The Quester is asked to mediate a negotiation between two parties, often including an authority character, and very often a rival or opposition character. If they are fair and even-handed, during these negotiations then you will add a Success Level, but if the Quester favours either party then they will suffer a Failure Level, Hurdle or Obstacle on their Test or Ordeal.
    Character Gain: Gain Yang when you act as a middle man, negotiate or interfere in another’s business.
  • Line 5 “True Heart”:
    Quest line: The Quester is offered an opportunity to demonstrate generosity, charity or kindness. This may be as simple as leaving a tip for waiting staff, being approached by a business seeking investment, or passing a street-beggar. If the Quester is generous, kind or charitable then they will add a Success Level to their Test, Ordeal, and their next Social Ordeal, as their generosity is noticed. Failure to demonstrate generosity will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal, but does not affect their next Social Ordeal.
    Character Gain: Gain Yin when you are kind, generous, or lucky.
  • Line 6 “Increasing No One”:
    Quest line: The Quester who is generous without fault, and who offers charity to all, without thought, will cause themselves misfortune. It may be the beggar they paid, and is following them around “helping”, is a spy for the opposition, perhaps the tipped waiter is an agent of chaos, or the business that they invested in provides weapons to the opposition. If the Quester is not careful, and their generosity is not limited to helping only those who are deserving then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you vacillate, change your mind, or act uncertain.

(43). Displacing

Guai, Displacing (or Breaking Through, Resoluteness, Resolve, or Determination), is about reaching a break through in your thinking. Moving from Displacing to Deciding and then Determination is often the only way to move beyond your self-imposed limits.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Displacing Quest indicates a situation where evil people are in authority. The area the Quest is set in may be ruled by an despicable dictator, greedy governor, ignoble nobles, incompetent civil servants, or corrupt politicians. During the Quest these forces are usually destabilised, exposed and removed, not always as a direct result of the Quest itself, or even the Quester, although they will play a part in this change as the evil authority is usually at least connected to the opposition in the Quest, but are rarely directed .

Quest Complete: The Quest that ends with a Displacing Hexagram involves the Quester having to make an important decision, or bring a warning home. The decision they must make will affect a great number of people, and they must tell them of this decision before it affects them directly, or perhaps the Quester overheard enemy plans, or found out the culprit of a crime, and must carry that information home. Even this creates a decision for the Quester, who should they tell first, and what do they do to prove what they say is the truth?

Gains: Gain Chi when you blame someone else, make a decision, or fight for your beliefs.
Gain Stress when you do not call out misdeeds, crimes and shameful actions when you see them.

Unchanging Edge: You may redirect any direct attack upon you to an Ally or Descendant once per Scene.
Changing Lines
  • Line 1 “Bitten Off More Than You Can Chew”:
    Quest line: The Quester has accepted the Quest, but the first Test or Ordeal is already too much for them. This Test or Ordeal is more difficult than might have been expected, and the Quester will have an additional Failure Level, Hurdle or Obstacle on their Test or Ordeal. The Quester should abandon this too difficult Test or Ordeal and plan around it instead somehow.
    Character Gain: Gain Yin when you act pessimistic, or abandon a task before completing it.
  • Line 2 “Displaced Alarm”:
    Quest line: There is an alarming situation, where the Quester may think themselves under attack. This turns out to be a false alarm, but if the Quester was unprepared they will suffer a Failure Level, Hurdle or Obstacle on the test or Ordeal anyway.
    Character Gain: Gain Yin when you act paranoid, defensive or alarmed.
  • Line 3 “Clenched Jaw”:
    Quest line: The Quester will find themselves the subject of malicious gossip, unfounded accusations, or personal attacks. If they ignore and walk away from this angering situation then they may add a Success Level to their Test or Ordeal. If they are drawn into argument, or worse combat, then they will suffer an extra Failure Level, Hurdle or Obstacle on the Test or Ordeal.
    Character Gain: Gain Yin when you laugh, bite your tongue or do not answer.
  • Line 4 “Determined Shepherd”:
    Quest line: The Quester is warned off some action by an authority. If they heed this advice all will be fine, but if they proceed with the action it may result in injury, adding a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you argue, risk punishment, or realise you were wrong.
  • Line 5 “Displacing Weeds”:
    Quest line: The Quester encounters weed-like opposition, difficult to eradicate and inclined to return whenever they try. This usually involves an Ordeal and a fight. If the Quester behaves in an evil manner themselves then add an additional Hurdle and Obstacle.
    Character Gain: Gain Yin when you remove, kill or destroy something that stands in your way.
  • Line 6 “Displaced Monologue”:
    Quest line: For the Quester their time of victory should be soon at hand, but they may still stumble and snatch defeat from the jaws of victory if they are not careful. The Quester must have a detailed plan, and explain that plan to their companions. However, if any member of the the opposition overhears this plan it will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal, this will often cause the evil authority to escape.
    Character Gain: Gain Yang when you explain your goals, plans, or motives.

(44). Encountering

Gou, Encountering (or Coming to Meet), when any two people meet there is a chance for a deeper connection. Encounters can vary in nature, some being positive experiences and others being negative. In this case the encounter comes to you, as an inferior man to his master, or as a lover may visit.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Encountering Quest indicates a situation where the Quester will have a significant encounter during the course of the Quest. This encounter is often with a femme fatale type, who will disrupt the Quest by distracting the Quester, but it can also mean encounters between an authority and his people, and it is through this encounter that a Lord rules his lands. This situation favours Ordeals over Tests and will often include so-called “random encounters” with low to mid-level threats that may use Yin based “soft” tactics rather than direct force.

Quest Complete: The Quest that ends in the Encountering Hexagram ends with a dramatic encounter between the Quester and some other character (often the authority and opposition). This encounter may not be the dramatic fight you first envision here, more often it is some element of diplomacy or negotiation that this encounter revolves around.

Gains: Gain Chi when you delegate a task, influence, or seduce another.
Gain Stress when you abuse your power, authority or connections.

Unchanging Edge: You may play Wyrd Tarot cards from your Hand upon your Allies without physical contact.
Changing Lines
  • Line 1 “The Ties That Bind”:
    Quest line: The Quester is made responsible for the actions of another (often the femme fatale, or a pet) by an authority. If they do not constantly check on what this character does then they will find a way to add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This is like a pet puppy, if not trained when it is young and small, it will be untrainable when grown and dangerous.
    Character Gain: Gain Yang whenever you restrain or restrict another.
  • Line 2 “Hidden Encounters”:
    Quest line: The Quester encounters someone or something useful to them, but that is not generally known. If they keep this secret then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , however if they let others benefit from this encounter then they will add a Success Level instead.
    Character Gain: Gain Yin when you gloss over the details, or do not reveal your true emotions.
  • Line 3 “Agreeable Encounter”:
    Quest line: The Quester is offered a temptation by a character they encounter. This is often a one night stand, sexual liaison, night on the town, party or a similar situation. As long as the Quester does not go too far, and anticipates any potential problems, all will be well, if unanticipated problems occur though they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you agree with another or are indecisive.
  • Line 4 “Deficient Encounter”:
    Quest line: The Quester runs the risk of becoming estranged from their companions, sometimes this is because the Quester has devoted too much attention to another character (the femme fatale, often). At least one companion will leave, at least for a while. This lack of companion usually causes a Failure Level, Hurdle or Obstacle to be added to the Test or Ordeal.
    Character Gain: Gain Yin when you beg (cash, a favour, for your life)
  • Line 5 “Encountering Stupidity”:
    Quest line: The Quester encounters some expression of stupidity, ignorance, or illogical behaviour. This is often performed by a bystander, who might (as an example) be trying to get a cart through a gateway too small for it, believing it will fit if they can find the right angle (or a dog trying to do the same with a long stick holding it in the middle), although it may occasionally be an expression of the status-quo, through ignorant law-enforcers, or illogical politicians. Only by the Quester demonstrating correct thinking will they not add a Hurdle, Failure Level, or Obstacle to their Test or Ordeal, if they can, by some miracle, fix the stupid then they will gain a Success Level instead.
    Character Gain: Gain Yin when you act dumb, drunk or ignorant.
  • Line 6 “Encountering Horns”:
    Quest line: The Quester will encounter a situation of ill-tempered and often violent opposition. This situation should not be met with violence, but should be withdrawn away from. Withdrawing will add a Success Level, engaging in the fight will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal.
    Character Gain: Gain Yin when someone uses by violence.

(45). Gathering

Cui, Gathering (or Gathering Together or Clustering), is symbolic of social interactions and networks. It can represent parties, crowds, businesses, communities, political rallies, or viral marketing. It is enthusiasm, and shared goals, rather than romantic or familial affection.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Gathering Quest is set with a backdrop of some great gathering of people, this might be a party, a stay with extended family, a religious or social holiday or feast such as Christmas or a post-colonial societys Independence Day, or some other mass gathering such as a job-fair, protest march, or sports event. Such gatherings inevitably bring with them jealousies and rivalries, and often are initiated by a leader within the group who has some unquestionable plan, or moral force, that must be obeyed and hence forces everyone to attend the gathering. Large gatherings are also easy pickings for the likes of Pickpockets and energy vampires (both literal and figurative), so maybe add a few of both into a large enough gathering.

Quest Complete: The Quest that ends with the Gathering Hexagram is likely one that ends with a large gathering of many people, this may be a mass protest, the massing of a horde, a wedding party (common to romantic Quests), or occasionally funerals. There is often a bitter-sweetness to these endings, where those who have been lost during the Quest are remembered at the last here.

Gains: Gain Chi when you share a goal with another, when you enter a crowd, or work towards a common or community goal.
Gain Stress when you draw attention to yourself.

Unchanging Edge: Once per Scene you may add Incarna Draw (Boon Double Reduced) Success Levels to the actions of everyone working towards the same goal as you.
Changing Lines
  • Line 1 “Offering a Hand”:
    Quest line: The Quester is placed in a situation where either they must ask for help, or hear another asking for help and can offer assistance (it is usually easier to set up the latter, but the former is more fulfilling if it can be arranged. If the Quester asks for help it will be given, and they will add a Success Level (the same occurs if they give aid to another). Failing to ask for assistance, or failing to aid one who asks for help will complicate the Quest adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you offer someone a hand (a handshake or either a literal or figurative helping hand).
  • Line 2 “Drawn Together”:
    Quest line: The Quester will encounter a group, or an individual, who they have some common interests and connections. If they join this group and work together, they become companions, and will add a Success Level to the Ordeal or Test, but if they turn aside from this group it will complicate things, adding at least one HUrdle, failure Level or Obstacle to the Test or Quest.
    Character Gain: Gain Yang when you join or act as part of a group.
  • Line 3 “Gathering of Sighs”:
    Quest line: The Quester encounters a group that appears attractive to join, however some members of the group are opposed to the Quester's joining them. The Quester may be turned away, unless they find some member who may be persuaded to speak for them and open the door. Managing to join the group would grant a Success Level to the Test or Ordeal, but failing to join does not apply any penalties.
    Character Gain: Gain Yang when you try to listen to or understand another.
  • Line 4 “Gathering to Help”:
    Quest line: If the Quester helps the gathering, offering to help those who need it, volunteering their services, offering friends professional work at cheaper prices, or whatever, then they will gain a Success Level, failure to acknowledge the gathering and helping out would both add a Failure Level, HUrdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you attempt to help others.
  • Line 5 “Untrusted Gathering”:
    Quest line: The Quester or one of the companions has a secret. If they keep it, it will breed mistrust adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If they are open and honest with each other though then they will add a Success Level instead.
    Character Gain: Gain Yin when you act as though you do not trust someone.
  • Line 6 “Lamenting or Sighing”:
    Quest line: Intense feelings will emerge at the gathering, whether in the Quester or one of the companions, these emotions will usually add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , but if these feelings are aired and discussed, the root cause of these emotions can be exposed and they may add a Success Level instead.
    Character Gain: Gain Yang when you ask others about their feelings.

(46). Ascending

Shêng, Ascending (or Pushing Upward), is another growth Hexagram, this is the exertion that one must make to get to the top of a cliff, or a social structure. Climbing, rising and flying are all examples of the power of Shêng. It warns us that anything worth reaching for is going to take time to achieve, and that we have to push upward to get there.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Ascending Quest describes a situation where the Quester can climb a social, political, rank or even physical ladder. This climb is intended to be an active struggle, with the Difficulty and Stakes climbing steadily throughout the Quest. The Quester may have to face a power imbalance, violence, or demonstrate strong perseverance in order to proceed.

Quest Complete: The Quest that ends in the Ascending Hexagram indicates the Quest has a final Test or Ordeal, where the Quester is offered a moment to grow, or at least demonstrate the growth that they have already achieved. This growth is often a gain of a Proficiency, Annex, or an alternate personality, although they may also Resolve a Hitch. The Test or Ordeal may reflect their prize, but often will not.

Gains: Gain Chi when you roll above average, are flexible or adaptable, move up or climb.
Gain Stress when you encounter an Obstacle or Hurdle.

Unchanging Edge: Once per Session / Chapter / Episode you may add Incarna Value to any Roll, or Incarna Boon Pips to any Ordeal Card.
Changing Lines
  • Line 1 “Ascending Confidently”:
    Quest line: The Quester is just beginning their Quest and they are like a walker starting to climb a hill, confidently facing their goals will add a Success Level, as those atop the hill may look down and admire the confidence of those just beginning their climb. Distraction from their goals, indecision or a lack of confidence will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , as those above can clearly watch these deviations.
    Character Gain: Gain Yang when you approach a goal directly.
  • Line 2 “Ascending the Pyramid”:
    Quest line: The Quester is directly challenged, something about their behaviour or appearance is singled out as strange or odd by one of the characters. If the Quester tries to blend in, change their appearance, or alter this behaviour then they will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal. If they are honest, sincere, or pay a small sacrifice then add a Success Level instead.
    Character Gain: Gain Yin when act odd, speak bluntly, or you pay an Umbral Sacrifice, receive a Flesh Wound or worse.
  • Line 3 “Ascending to an Empty Floor”:
    Quest line: The Quester has reached an area where their progress is inherently easier, but there are no gains to be made. All Obstacles are removed from any Ordeal that may be attempted (although they will instead be added to the next Ordeal the Quester encounters), but the Success of this Test or Ordeal is worthless to the Quester in meeting their eventual goals anyway. The barriers are removed, but unless momentum carries the Quester forward no progress can be made.
    Character Gain: Gain Yin when you notice something is missing, or enter an empty room.
  • Line 4 “King's Sacrifice atop Pyramid”:
    Quest line: The Quester is honoured by an authority, this honour may often add a Duty, Devotion or Taboo Hitch to the Quester, which can be seen as a sacrifice. This honour will often include a promotion, increase in popularity, money, land, power or a similar change in rank. This was usually the Quester's immediate goal (although it may not exactly be the Quest goal always), and they have achieved it early.
    Character Gain: Gain Yang when you make any sacrifice, pay any cost, or participate in any Test or Ordeal.
  • Line 5 “Ascending by a Stream”:
    Quest line: The situation around the Quester changes now, becoming perilous, or dangerous in some way, as a path by a stream may be wet and slick underfoot. The Quester who is busy celebrating previous ease of passage, or their accomplishments may stumble and fall. The Test or Ordeal has an additional Hurdle, Failure Level or Obstacles, and failure will cause the entire Quest to fail now, however the Quester who is methodical, calm, unhurried and careful will add a Success Level.
    Character Gain: Gain Yang when you are calm, out of breath, wet, or slip.
  • Line 6 “Ascending in Darkness”:
    Quest line: The Quester reaches a situation in which they are blind, this may be literally, such as when one tries to climb stairs in darkness, but more often is a figurative inability to see the way to their goal. Pushing on blindly will bring exhaustion adding a Failure Level, Obstacle or Hurdle to the Test or Ordeal. The Quester should retreat and rest, awaiting daylight (figuratively or literally) and trying again, as that will bring a Success Level.
    Character Gain: Gain Yang when you roll below average, stumble, or are careful.

(47). Exhaustion

Kùn, Exhaustion (or Oppression or Confining), is a symbol of confinement. It is the prisoner, exhausted in his prison cell, or a tree hemmed in by buildings, not getting enough light. It is the Oppression of the Pressed side of a Conflict. This is a dried lake bed, a period of decline, but the rains should come.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Exhaustion Quest indicates a situation of oppression, imprisonment or simply being exhausted. The Quester is usually a part of the Pressed side of the conflict and the opposition is from the dominant side, trying to break their spirits and wear them down. These times are hard, and there is little that can be done to break this oppression at this time. The Quester will however usually make gains in strength and wisdom (adding Proficiencies, Annexes, Allies and Descendants) during this time, as working yourself to exhaustion trains the body to be stronger.

Quest Complete: The Quest that ends in the Exhaustion Hexagram ends with the Quester in a bad place. They may be imprisoned due to the events that occurred, or just be exhausted and have to spend a great deal of time recovering their strength. The Quester can expect heavy wounds and new Hitches as a result of this ending to a Quest.

Gains: Gain Chi when you act tired, exhausted, hopeless or oppressed.
Gain Stress when you talk about your positive feelings.

Unchanging Edge: During any Ordeal once per Stage you may play an Ordeal Card as a Wyrd Tarot Card.
Changing Lines
  • Line 1 “Exhausted and Gloomy”:
    Quest line: The Quester is oppressed, or exhausted, but they must meet this time with good humour and resilience. Acting gloomy or depressed seems like a normal response, but will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you act depressed or pessimistic.
  • Line 2 “Exhausted, but Rich”:
    Quest line: The Quester is rewarded for some action (the last Test or Ordeal) with an abundance (often in the form of a celebratory meal, a party or drugs). If they enjoy this meal, party or experience then this adds a Failure Level, Hurdle or Obstacle to their Test or Quest. If they reject this hedonism, then they will instead add a Success Level.
    Character Gain: Gain Yin when you are hedonistic, eat a meal or indulge in a luxury.
  • Line 3 “Exhausted, but Unmarried”:
    Quest line: The Quester encounters a problem that has nothing to do with their oppression, but their own indecision or recklessness, this situation can occur in two main ways. The Quester may rely upon something that should not be relied upon, such as running across a bridge that has been damaged by a storm, it is not the oppressors fault if that the bridge collapses beneath them, or the Quester may choose a direction that dead-ends, again it is not the oppressor's or wall's fault if they bang their head upon it. If the Quester avoids this problem by care and firm decision making then they will not add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yang when you are frustrated, blame others for your problems, or keep a secret.
  • Line 4 “Peer Pressure”:
    Quest line: The Quester finds themselves surrounded by peers (co-workers, friends, allies, companions) who do not think the same as the Quester on a certain issue (usually unrelated to the Quest). These peers may encourage the Quester to do something they otherwise would not, or may discourage a behaviour that would come naturally to the Quester. This peer pressure can be expressed as a Failure Level, Hurdle or Obstacle, but any trouble caused is temporary.
    Character Gain: Gain Yin when you feel oppressed by your peers / friends / allies or guild, are made to do something you would rather not, or stopped from doing what you should.
  • Line 5 “Irrepressible Spirit”:
    Quest line: The Quester is oppressed from all angles, disrespected by those beneath them, pressured or disregarded by peers and oppressed or bullied from above. No one will offer the Quester assistance, nor will anyone ask for their help. The Quester should spend their time in rest, meditation, prayer or planning, or suffer a Failure Level, Hurdle or Obstacle on their Test or Ordeal.
    Character Gain: Gain Yin when you fail, lose ground, are wounded, or try something new.
  • Line 6 “Exhausted Amid Vines”:
    Quest line: The Quester may feel unable to continue, boxed-in, confined, held back, often by mistakes in the past or fears about the future, however this is based upon a situation that has already changed. The oppression is already lifting, in fact in some cases it has already lifted completely. The Quester who acts, without fearing this false situation does not add a Failure Level, Hurdle or Obstacle, unlike those who do.
    Character Gain: Gain Yang when you are cynical, regretful or fear change.

(48). The Well

Jing, The Well (or Welling up), is symbolic of deep resources, but also of things that cannot be altered. You can move every building in the village, except the well. Wells are tied in place, forced to be where they are by greater forces. Unseen and unrecognised potential can well up within anyone, as can deep fears and wounds.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Well Quest describes a situation where a singular resource has become essential to the well-being of the community (just as a town's drinking water is always important to the people). The opposition usually threatens the source of this resource, directly or indirectly (perhaps even going so far as to poison the well, or dry it up). Such Quests usually involve a community coming together to defeat the threat to their shared resource. Sometimes this Quest will play out with a local factory, forest, quarry or mine acting as a figurative well.

Quest Complete: When the Quest ends in the Well Hexagram then the Quest ends with some threat to the community, social structure or religion that surrounds the Quester. Usually this threat is direct from the opposition and affects a whole community, and usually leads into another Quest to alleviate this new threat.

Gains: Gain Chi when you tell an anecdote, a story, a dream, or joke.
Gain Stress when you act carelessly or quickly.

Unchanging Edge: You may Once per Session / Chapter /Episode Draw an additional Incarna Score (Boon Reduced) cards and play them instantly as Wyrd Tarot Cards, or add them to your Ordeal Pool.
Changing Lines
  • Line 1 “The Muddy Well”:
    Quest line: The resource relied on by the community is old, corrupted, or failing. If this genuinely was a well, the water is muddy and polluted, causing disease in those that drink it. The Quester should be confronted with an example of this corrupted resource, if they fail to notify the community that relies upon the resource add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you are neglectful, ignore work that should be done, or act independent.
  • Line 2 “A Hole In The Bucket”:
    Quest line: The resource the community relies on is unreliable, or in a state of disrepair, those in charge of it have done no maintenance, and this could lead to waste and potentially danger. The Quester should observe some sign of a lack of maintenance, failing to repair it, or warn those who could will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you neglect others, act mad or forgetful, or spill something.
  • Line 3 “No One Drinks”:
    Quest line: A resource is available, but not being used, this may be because of some law or ordinance that forbids the usage of the resource, or it maybe that the resource is a person who is being under utilised by the community. If the Quester does not notice this under utilised resource or person of ability, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is the under utilised resource, then if they act unwanted or under valued they may add a Success Level instead.
    Character Gain: Gain Yin you act fearless, despondent or undervalued.
  • Line 4 “A Well Collapsing”:
    Quest line: The resource the community relies upon is collapsing and failing, but there are already people working to save it. Just as a well can be relined with stone to make it hardier and longer lasting, the resource can be repaired and shared. The Quester who assists in the repairing of the well adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. However, the Quester who does not help, but rest themselves, or engage in training, prayer or meditation, will add a Success Level to their tasks.
    Character Gain: Gain Yang when you act selfishly putting your own needs before others.
  • Line 5 “Sweet Water”:
    Quest line: A resource is freely available to the Quester, often this is a potential ally or companion who has goods, services, abilities or knowledge that will directly assist the Quester, although the Quester may not realise this yet. The Quester who ignores this resource adds an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test, however if the Quester pays attention to the right person, they will learn of this advantage they may gain and add a Success Level instead.
    Character Gain: Gain Yin when you drink, share a meal, or are drawn into action.
  • Line 6 “The Fountain”:
    Quest line: There is a powerful resource available and shared with the whole community, this resource is like a fountain rather than a well, with the water available without even the work of lifting the bucket. These resources do not have to be solely physical, and often include spiritual or intellectual resources that are learned by all in the community.
    Character Gain: Gain Yang when you are humble, modest, shy, or share with others.

(49). Reforming

Ko, Reforming (or Moulting or Revolution or Change), is symbolic of transformation. It is the silken cocoon of the caterpillar, the snakes shed skin, or the split, empty shell of an invertebrate.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Reforming Quest is set in a situation of upheaval, change and transformation, often including open conflict between two sides of a conflict, usually this is framed as a political revolution, with the conservative, and often corrupt, old guard leaving and the new reactionary, progressive and often naive generation arriving, but a more simple good versus evil or light versus darkness conflict can also occur. This change in circumstance is inevitable, and the Quester, like everyone else must be learn to accept this change and then they may profit from the change somehow.

Quest Complete: The Quest that ends in the reforming Hexagram ends in a dramatic change of circumstances for everyone involved. This is usually a profound change or inversion in the situation, such as the rich becoming poor, or vice versa. This dramatic change is often an unforeseen consequence of the Quest's completion rather than an additional Ordeal or Gain. In some cases this final change may be experienced as a twist in the tale.

Gains: Gain Chi when you change your mind, your tactics, or any aspect of the Character.
Gain Stress when you behave conventionally, or agree with the majority.

Unchanging Edge: You may once per Session / Chapter / Episode alter Incarna Score (Boon Reduced) Proficiencies of your Character. Any Annex that is altered may be renamed. E.g. Having altered “Man” to “Rifles”, a Character changes “Gunman” to “Guns”.
Changing Lines
  • Line 1 “Bound in Snakeskin”:
    Quest line: When the Quester is not prepared for the change that is taking place, or when they try to force a change before things are ready then they will suffer an additional Hurdle, Obstacle or Failure Level on their Ordeal or Test.
    Character Gain: Gain Yin when you resist a change, or are impatient.
  • Line 2 “Viva La Revolution”:
    Quest line: The time for real change is arriving, but without proper preparation and the right leaders ready the revolution is doomed. The Quester who ignores the changes occurring around them, or who ignores the new regime as it appears will suffer a Hurdle, Obstacle or Failure Level on their Ordeal or Test. The Quester who plans for this change, and assists it, identifying the new leaders, and ingratiating themselves with them, will instead add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yang when you rock the boat, speak against the status quo, or change things around you.
  • Line 3 “Third Times a Charm”:
    Quest line: The Quester who acts too quickly to bring change and the Quester who hesitates until after the new order is established will both add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you discuss something three (or more) times before acting.
  • Line 4 “Remorse Vanishes”:
    Quest line: There is a profound and radical change in circumstances happening, but such an all encompassing change is doomed to failure without the right leadership. If the leadership of the revolution is not perfectly sincere and honest then the change will fail somehow, either reverting to how it was, or collapsing into some new chaotic state. The Quester who ignores these changes taking place, or who acts as a leader without sincerity and honour, adds a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you are believed, or you act alone.
  • Line 5 “A Tiger Changes Stripes”:
    Quest line: The Quester has an opportunity to effect change themselves, if they can explain the change they wish to make and how they are going to affect this change then they will add a Success Level, but if they cannot explain the changes or how to make them then they add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you lie, or mislead, and do not have to explain, or it becomes true anyway.
  • Line 6 “A Leopard Changes Spots”:
    Quest line: After the grand dramatic changes have finished there are always smaller changes that must be accomplished. This is not the time to try and make a big change to anything, trying will create a Hurdle, Obstacle or Failure Level, but if the Quester aims for small changes, this will become an added Success Level.
    Character Gain: Gain Yang when you make another change expression / mood, or what they think about you.

(50). The Cauldron

Ting, The Cauldron (or Holding or Cooking Pot), is symbolic of cooking, but not just feeding people. Cooking itself is a transformational, alchemical, process. The food is purified, perfected by the cooking that takes place.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Cauldron Quest signifies that nourishment (whether spiritual, intellectual, or physical), transformation and purification are important to this Quest. There is a desire or hunger that must be fed by the Quester, usually by gathering, and then transforming some resource into another form. At its simplest the Quest becomes feeding the Quest companions, where the Quester must gather the ingredients, invite the guests, prepare the ingredients, and then not only serve the meal, but also entertain the companions. This would not just provide the companions with a good meal, but will lift their spirits and set their resolve, the whole Cauldron Quest transforming and bonding the companions tighter together.

Quest Complete: The Quest that ends in the Cauldron Hexagram often ends with a meal, this may be a celebratory feast, recognizing the Quester's heroics, but more often is a simple meal, that nourishes them, and begins their healing and recovery before their next Quest.

Gains: Gain Chi when you cook, create for, nourish, transform or support others.
Gain Stress when a Character you are supporting or feeding Gains Stress.

Unchanging Edge: Once per Scene you may convert any Descendant in your possession into Chi, add your Incarna Boon as Chi, and then purchase a similar Descendant. E.g. You could take vegetables, water and rabbit meat and create a rabbit stew, or turn a battered old sword into a newer one.
Changing Lines
  • Line 1 “Overturned Cauldron”:
    Quest line: The Quester should encounter a person of humble status, acknowledging this person, and realising that they may be able to help the Quester will add a Success Level, ignoring or dismissing this person for their low status will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you strive for power or influence.
  • Line 2 “Holding Food”:
    Quest line: The Quester's successes draw negative attention. If the Quester acts as though they are concerned about this, often envious, attention, or worried about how their successes make them appear to others, then add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you ignore the emotions of others.
  • Line 3 “Broken Handle”:
    Quest line: The Quester is blocked from sharing their bounty with others, just as a cooking pot with a broken handle cannot truly provide food, this is usually no fault of the Quester, and if they wait (and fix the handle) eventually this blockage may be released, but until then add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when something is broken, or you are selfish.
  • Line 4 “A Broken Cauldron Spills”:
    Quest line: The Quester and their companions are not up to the task ahead, generally because the task is of a higher difficulty than they can easily achieve. Unless the Quester completely dedicates themselves to succeeding no matter the personal cost (spending as much Chi as they can on the Actions), then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act like you are lacking in energy, commitment, knowledge or power, or you might crack under pressure.
  • Line 5 “A Golden Cauldron”:
    Quest line: The Quester who is approachable and modest will add a Success Level to their Test or Ordeal as they attract helpers to their cause, but arrogance, narcissism, pride and other traits of an overblown ego will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you act arrogant, narcissistic or proud.
  • Line 6 “Jade Cauldron”:
    Quest line: The Quester must give another character advice on a difficult matter, the Quester must give strong advice, but they must deliver this advice carefully and softly, or they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they either give the wrong advice or deliver it in a way that upsets the character.
    Character Gain: Gain Yin when you use a Talent or Power to help another.

(51). Thunder

Zhen, Thunder (or Shocking, or Arousing), is symbolic of the abrupt awakening, the sudden crash that signifies great change, and brings the guards running.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Thunder Quest signifies a situation of sudden shocking paradigm shift. There is a great change in the situation that surrounds the Quest during it, which can be as great as an earthquake, or as profound as a god manifesting themselves. This change will cause fear, terror or horror, throughout the land, depending upon its exact nature. For the Quester it is a warning, they should conquer their own fears and set their life in order, not flinch at the sounds of thunder.

Quest Complete: The Quest that ends in the Thunder Hexagram ends with a bang and a surprise. This surprise may be a twist in the tale, or more often it is the firing of Checkov's gun, where some object shown early in the story (such as a gun on a wall) becomes dramatically important in the end (when it is fired or pointed at someone). This should not ever be a deus-ex-machina, where the surprise is completely unforeseeable, it should always have been foreshadowed at least once.

Gains: Gain Chi when something unexpected happens to the Character or they gain or roll Shock Dice.
Gain Stress whenever a Stress effect could cause a Trauma due to lack of Stress (e.g. Stressed-Out Breaks or Shock Die rolls Even, but not Minimum or Maximum).

Unchanging Edge: You may once per Session / Chapter / Episode add your Incarna Boon to any Proficiency Roll. You may once per Scene draw and add Incarna Draw (Boon Double Reduced) cards to any Duck or Bedlam attack
Changing Lines
  • Line 1 “Oh-oh”:
    Quest line: The Quester should be made to feel apprehensive, anxious, or surprised, but without facing danger, often in the form of tension and a jump scare. If they react to this situation in a manner so strongly that it draws ridicule or teasing from others, then they will add a Success Level to their Test or Ordeal. If they are not suitably shocked, fearful or apprehensive then they will face an additional Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act apprehensive, anxious or excited.
  • Line 2 “Shocking Flood”:
    Quest line: The Quester is directly threatened as well as shocked, perhaps by rising flood waters, or criminals breaking into their home, and must retreat from the danger, or add a Hurdle, Obstacle or Failure Level to their Ordeal or Obstacle. However, if the Quester retreats now, and returns when the danger has passed, they will add a Success Level instead, as that they lost is returned or replaced.
    Character Gain: Gain Yang when you physically lose something or leave something behind.
  • Line 3 “Shaken Fate”:
    Quest line: The Quester suffers a cruel blow of fate, perhaps an excruciating piece of bad luck, a very untimely coincidence, or sinister synchronicity. The Quester may despair as the situation appears hopeless, but to do so will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Instead, if they act quickly and without mistakes, they will add a Success Level instead.
    Character Gain: Gain Yang when you play a Wyrd Tarot card.
  • Line 4 “Quagmired!”:
    Quest line: The Quester is caught, mired in mud, without energy or momentum. Usually this means the way on is blocked by a Hurdle, multiple Obstacles (at least one per route), or a number of Failure Levels applied to motion, depending upon the Ordeal or Test, but in extreme situations the Quester may be gain a new Confined Hitch, or Crippled movement annex.
    Character Gain: Gain Yin when you are selfish, focus on your own needs or wants.
  • Line 5 “Extremely Shaken”:
    Quest line: The Quester is hit by not one shock, but many, each one rolls in with little time to recover after the last. All but the most centred, calm, prepared, and grounded Questers will face an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you overreact or panic.
  • Line 6 “Shaken and Disturbed”:
    Quest line: The Quester and companions are caught by some surprise attack, or shocking event, that the Quester alone may escape, and should, abandoning their companions at this time, or they will add a Hurdle or multiple Obstacles or Failure Levels to the Ordeal or Test.
    Character Gain: Gain Yang when you are not concerned what others think of your behaviour.

(52). The Mountain

Ken, The Mountain (or Keeping Still or Bound), is the symbol of the stilled silence of the meditating mind. Just as the mountain moves too slowly to be perceived so it may be that scurrying activity moves you no where.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Mountain Quest describes a situation where the Quest is either limited in number locations (perhaps confined or imprisoned), must be conducted with as little noise and agitation as possible (perhaps avalanches threaten the Quest Location), or just occasionally the Mountain Quest will be merely a thought-experiment, simulation, meditation or dream, taking place to bring stillness to the Quester's mind or soul. Either way the Mountain Quest is restful, and more often a collection of Tests and low-stakes Ordeals, there is often little to no conflict or threat in the Mountain Quest, except that brought on by the Mountain itself.

Quest Complete: The Quest that ends upon the Mountain Hexagram ends with stillness, it is a chance to rest and recuperate after the adventure of the Quest. The Quester is safe, secure upon the Mountain, beyond the reach of the Opposition, or the Authorities.

Gains: Gain Chi when you stay still, keep calm, meditate, or heal / regenerate a wound.
Gain Stress when you are in danger or threatened.

Unchanging Edge: You may once per Scene add or subtract Incarna Score (Boon Reduced) Success Levels to any Test if you stay as still as possible.
Changing Lines
  • Line 1 “Toes Still”:
    Quest line: The Quester is prompted to act, or react, but should not. Holding still and not reacting at all is the only way to not add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you hold back, don’t commit or stand still.
  • Line 2 “Carried Along”:
    Quest line: The Quester is ordered to act by an authority (often the Quest-giver), but to do so would be a mistake (such as following illegal or immoral orders) that will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Even if the Quester holds still, the authority may continue on and walk into disaster, but at least they will not necessarily take the Quester with them.
    Character Gain: Gain Yang when you offer bad advice, or do not interfere in an evil plan.
  • Line 3 “Stilled Hips, Stilled Heart”:
    Quest line: When another character is disturbed, does the Quester try to force them to be calm, or force calmness upon themselves? Because true calmness would accept the disturbance without concern, it will add a Success Level on the Ordeal or Test, rather than adding the Hurdle, Obstacle or Failure Level of forced calm.
    Character Gain: Gain Yin when you act stubborn or overbearing.
  • Line 4 “Motion Without Moving”:
    Quest line: The Quester is allowed to rest naturally, but should they forego this chance to rest, they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they have not yet stilled this desire. The Quester who rests completely will add a Success Level instead.
    Character Gain: Gain Yang when you act overexcited, exuberant, or frantic.
  • Line 5 “Still Jaw”:
    Quest line: The Quester who is loquacious, vocal and makes jokes will create an additional Hurdle, Obstacle or Failure Level on their Ordeal or Test. But the Quester who is silent, stoic or reserved in their speech will add a Success Level instead.
    Character Gain: Gain Yang when you listen to others.
  • Line 6 “Still Noble Heart”:
    Quest line: The Quester who has reached tranquillity and will not be riled or ruffled by events around them, they will add a Success Level to the Test or Ordeal, failure to be serene and calm under any circumstances will result in adding a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act serene or tranquil.

(53). Infiltrating

Ji’an, Infiltrating (or Gradual Progress or Development), it can be hard to understand the connection between development and infiltration, but we see both behaviours together in nature often, ivy clings parasitic to walls and trees, seeds randomly flower in even well-tended gardens, their infiltration aboard birds, and lone trees grow high on the mountain. Development is gradual, as insidious as love.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Infiltrating Quest describes a situation where development must be slow and gradual, this may be a seduction, an infiltration or just a complicated development program. Every step of the Quest will always have both a Test and an Ordeal or 2 Tests that must be completed before the Quester can move on.

Quest Complete: The Quest that ends with the Infiltrating Hexagram indicates a situation where the Quester will accomplish only the bare minimum of progress for all the work of the Quest. The entire Quest that was completed turns out to only be step one of a multi-part plan.

Gains: Gain Chi when you talk about details, sneak or take small steps.
Gain Stress when you talk about the big picture, jump or race ahead of others.

Unchanging Edge: Once per Scene you may halve a Difficulty, such as a summoning Difficulty.
Changing Lines
  • Line 1 “Goose Near the Shore”:
    Quest line: The Quester begins the infiltration, surrounded by danger, and beset by critics. If the Quester is too hasty, and acts too quickly this will add a Hurdle, Obstacle or Failure Level to the Ordeal and Tests, but if the Quester takes their time and is careful they will add a Success Level to both instead.
    Character Gain: Gain Yang when you act lost or listen to others.
  • Line 2 “Goose Near a Cliff”:
    Quest line: The Quester enters a period of security and experiences a lucky break, they will add a Success Level to their Ordeal and Tests, unless they do not share this fortune and security with others, when it will sour into a Failure Level, Obstacle or Hurdle to further progress.
    Character Gain: Gain Yang when you act secure.
  • Line 3 “Goose on a Plateau”:
    Quest line: The Quester has stepped too far, and is as out of place as a water bird on a high plateau. Danger surrounds them, and they risk attack and injury from all sides, adding a Hurdle, Obstacle or Failure Level to the Ordeal and Tests, however if the Quester can fend off these initial attacks without injury then this will transform into a Success Level instead.
    Character Gain: Gain Yin when you act recklessly, out of place or without caution
  • Line 4 “Goose in a Tree”:
    Quest line: The Quester finds themselves in a situation that they should not be in, like a goose stuck in a tree, this difficult situation will add a Failure Level, Obstacle or Hurdle to the Tests or Ordeal. However, if the Quester is sensible and yields too these threats rather than fighting them, then they can make the tree a place of safety, and add a Success Level instead.
    Character Gain: Gain Yang when you act like you don’t understand something.
  • Line 5 “Goose on a Roof”:
    Quest line: The Quester is isolated by a high position, and will be misjudged by their superiors or authorities, because their are deceitful people who have infiltrated the companions or side. This adds an additional Hurdle, Obstacle or Failure Level to the Ordeal and Tests of the Quester. Only when the liars are caught, or disposed of, and the misunderstandings are cleared away will the Quester be able to proceed with a Success Level instead.
    Character Gain: Gain Yin when you try to disturb or unsettle others.
  • Line 6 “Goose in Flight”:
    Quest line: The Quester is held up by authorities as an example that others should seek to emulate, even sometimes after the Quester's death (or in fact especially after their death). The Quester adds a Hurdle, Obstacle or Failure Level automatically to the Ordeal and Tests of this step, but these become a Success Level if they do anything that might make someone respect or admire them. This line often indicates that a Quester will die to achieve this goal, but they will achieve it.
    Character Gain: Gain Yin when you are respected or admired.

(54). Young Maiden Marries

Kui Mei, Young Maiden Marries (or Propriety or Conversion), is about accepting your role, subordinating yourself to the will of another or accepting your fate. The Young Bride must find her place in the ancestral home of the husband, especially if she is not the first wife (or worse is a secret lover). We are all out of place, and finding our footing in some situations.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Young Maiden Marries Quest describes a situation like a love-triangle, although it need not be a sexual or romantic relationship, simply a shifting dynamic between three sides. The Quest includes social problems that are common experiences, misunderstandings, disagreements, miscommunication all swirl around the Quester, complicating their relationships and generally making life miserable. The Quest will often centre around Social Ordeals and Tests rather than physical ones.

Quest Complete: The Quest that ends on the Young Maiden Marries Hexagram ends with the Quester isolated from most of their usual companions, often in a strange place, and occasionally imprisoned. This isolation may prove beneficial in time, the time spent among strangers may lead to new alliances and learning new proficiencies or skills depending upon the Quest, of course.

Gains: Gain Chi when you are respectful, tactful, secretive or careful around another Character.
Gain Stress whenever you do what you want, throw caution to the wind, or ignore the consequences.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Success Levels to any action you are tasked with.
Changing Lines
  • Line 1 “The Concubine”:
    Quest line: The Quester must find their place within the social order, or relationship, this can be quite difficult, for example, does being an old school friend of the king make you more or less important than his generals? Getting this wrong will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you hide or adopt a low profile.
  • Line 2 “The Straying Husband”:
    Quest line: The Quester is abandoned or ignored by a companion or ally that they trusted. This, of course, adds a Hurdle, Obstacle, or Failure Level to the Ordeal or Test. If the Quester remains loyal to their missing companion, they will return bringing a Success Level instead.
    Character Gain: Gain Yin when you concentrate on your issues.
  • Line 3 “The Slave Wife”:
    Quest line: The Quester is placed in a situation where to continue they must abase themselves, humiliating themselves, by taking a position that is beneath them, such as a low-paid job or even indentured servitude or slavery. Failure to humiliate themselves will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you act dignified or unsatisfied.
  • Line 4 “Long Engagement”:
    Quest line: The Quester must wait, potentially for years for their chance to achieve what they want. If they demonstrate the necessary patience they will add a Success Level to their Test or Ordeal. Trying to move on too early will add a Failure Level, Obstacle or Hurdle immediately.
    Character Gain: Gain Yin when you act optimistic or patient.
  • Line 5 “A Princess Marries Beneath Her”:
    Quest line: The Quester is placed in a position that is beneath them, however if they accept this more humble position with grace, humility and honesty then they will add a Success Level to their Test or Ordeal. Refusal to accept this role will add a Failure Level, Obstacle or Hurdle.
    Character Gain: Gain Yang when you act unrealistic or ambitiously.
  • Line 6 “An Impious Couple”:
    Quest line: The Quester may notice that someone that they interact with is only going through the motions, or is impious or irreverent. If the Quester responds in kind then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you act impious, unethical, immoral, godless or irreverent.

(55). Abundance

Feng, Abundance (or Abounding), Abundance is the symbolic pinnacle of the cycle of increase and decrease. It will fulfil any need, meet any requirement, and provide all provisions.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Abundance Quest describes a situation where some authority has reached a peak of greatness, this may be a Business boom, a peak performance period, or some unforeseen bounty. During this time the authority will be able to achieve incredible things, but this bountiful period is limited. Quests during this time often rely on investigations, perhaps as the Quester investigates the authority, or more often works for the authority. The authority and opposition during this time are often strict and may deal in harsh penalties and punishments (death penalties for some or even most crimes are not unknown) as the abundance affects the authority directly.

Quest Complete: The Quest that ends in the Abundance ends on a high, the Quester makes amazing gains, recoveries and progress now. These gains are effectively unlimited during abundance, perhaps with even planets being granted by these Quests.

Gains: Gain Chi when you stock up, store additional resources or prepare for lean times ahead.
Gain Stress when you spend Chi and have nothing material to show for it.

Unchanging Edge: You gain an additional Pool of Incarna Facet Proficiency Slots, equal to Incarna Score (Boon Reduced).
Changing Lines
  • Line 1 “Ten Days Together”:
    Quest line: The Quester who is alone will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test, but if the Quester spends time with a partner, and between them they have both high Zeal and high Key then they will add a Success Level instead.
    Character Gain: Gain Yin when you spend time with another.
  • Line 2 “The Eclipse Begins”:
    Quest line: The Quester encounters dark forces, conspiracies and political intrigues that interfere with their tasks, adding a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester instead bides their time, and gathers their strength, eventually the conspiracy will make a mistake, reveal its hand and the Quester will add a Success Level instead.
    Character Gain: Gain Yang when you act devoted to, or mistrust, another.
  • Line 3 “In The Shadow”:
    Quest line: The Quester is cut off and isolated (usually by the opposition), left in the dark, without intelligence or communication with authority, this adds a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you display patience or if you are accused of something.
  • Line 4 “The Eclipse Ends”:
    Quest line: The dark forces still surround the Quester, adding a Hurdle, Obstacle or Failure Level to any action they make alone, but it is possible for them to communicate with an ally, and if they can coordinate with and ally and have between them a high Key and high Zeal, then they can add a Success Level instead.
    Character Gain: Gain Yin when you have an Ally at your side.
  • Line 5 “The Penumbra Lifts”:
    Quest line: The Quester is offered advice that if followed will add a Success Level to their Ordeal or Test.
    Character Gain: Gain Yang when you thank, congratulate, or do a favour for another.
  • Line 6 “The Rich Miser”:
    Quest line: The Quester experiences an abundance, but how they behave with it effects how they are perceived. The Quester who shares the abundance with those around them, will be fine, but those who hoard the abundance, isolate themselves from others, or use it to further only their own goals, they will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you isolate yourself or are alone.

(56). Traveller Abroad

Lu, The Traveller Abroad (or Sojourning or Wanderer), signifies the adventure of being a Stranger in a strange land. Everything is weird and an experience for the true Wanderer, the most mundane things can be alien when seen with a foreigners eyes.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Traveller Abroad Quest describes a situation where the Quester must travel to some alien, foreign locale to complete the test. Of course, the journey itself, rather than the destination is more important to the Quest here. The emphasis is often on the strangeness of customs, as well as the ephemeral nature of the experience. There is always inherent danger to this Quest, and the Quester must be cautious in alien lands.

Quest Complete: The Quest that ends with the Traveller Abroad Hexagram indicates the Quester is not pinned down, or imprisoned by the ending, that is no to say that they may be unpunished, simply that the punishment will not include imprisonment, exile for example would be a perfect match. Occasionally this ending may indicate when the Quester has returned to their own home, but both the Quester and home have been changed so much that they are both unrecognisable to each other.

Gains: Gain Chi when you see a new place or talk to a stranger.
Gain Stress when you act suspicious of another Character.

Unchanging Edge: You may change any Proficiency to another from the same Facet free once per day.
Changing Lines
  • Line 1 “Trivial Traveller”:
    Quest line: The Quester is confronted in their travels with things of very little value, or people of poor character. To be bothered with, distracted by, or to demean themselves with these trivial things or people will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you act miserly, focus on trivial things, or act as though something is fascinating.
  • Line 2 “With Baggage In The Inn”:
    Quest line: The Quester who is modest and reserved will find a place to stay and may even make friends or allies in this strange place. The Quester who is not modest and reserved may find themselves robbed, beset by beggars, or followed by fools adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are self-reliant.
  • Line 3 “Burning Bridges”:
    Quest line: The Quester who is impulsive or reckless in a strange land may find themselves in trouble, and adding a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you are impulsive, lose support, or you or others around you are injured.
  • Line 4 “Sheltering At The Roadside”:
    Quest line: The Quester is in a dangerous position, surrounded by threats and without real protection. If they relax, and do not maintain their caution, they must add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act ill at ease, edgy or nervous.
  • Line 5 “Traveller Shoots Pheasant”:
    Quest line: The Quester meets a stranger. If the Quester introduce themselves as is suitable to the culture (perhaps offering a gift of food) this will bring an additional Success Level as the stranger becomes a potential ally, companion, supporter or friend. Failure to greet the stranger appropriately to their culture will instead add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yang when you seek out new opportunities.
  • Line 6 “The Fool Abroad”:
    Quest line: The Quester will encounter strange behaviour while they travel. If they laugh aloud at the strange behaviour, forgetting they are the one out of place, then they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act the fool, ignore a social more, or disrespect others.

(57). Penetrating Wind

Xun, The Penetrating Wind (or just Penetration or The Gentle), is the symbol of the lazy wind, the draft that cannot be excluded. The wind erodes mountains, but it also drives ships and clouds across the sky.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Penetrating Wind Quest indicates a situation where the Quester is expected to shine a light into darkness. The darkness will vary greatly from Quest to Quest, but are usually intrigues driven by dark motives, the Quester by gentle investigation and ceaseless small triumphs will slowly reveal the motives and chip away even the greatest conspiracies.

Quest Complete: The Quest that ends in the Penetrating Wind Hexagram indicates the Quest ends with the ground prepared for greater success. The Quest itself doesn not achieve the ultimate goal that many expected, but represents the first steady steps towards the final goal. What the Quester has achieved here can rarely be lost again.

Gains: Gain Chi when you are gentle, repeat an action or saying, or are persistent.
Gain Stress when you change tack, direction or avoid resistance.

Unchanging Edge: You may add Incarna Score (Boon Reduced) Pips of Penetration to any action, once per Ordeal Stage.
Changing Lines
  • Line 1 “Advance or Retreat”:
    Quest line: The Quester is confronted with what could be a simple choice, advance or retreat, if they are immediately decisive they will add a Success Level (regardless of the choice it will be correct), if they are indecisive or doubt their decision then it will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yang when you make a choice.
  • Line 2 “Penetrates Beneath The Bed”:
    Quest line: The Quester is confronted by hidden, perhaps even supernatural, spiritual or psychological, forces that they must painstakingly trace back to their source and destroy, often by exposing them to light. Failure in this tracing adds a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you are completely honest, discuss your beliefs, or ask a question.
  • Line 3 “Repeated Penetration”:
    Quest line: If the Quester is confronted with the same situation again and they ask the same questions, or use violence, then they add a Failure Level, Obstacle or Hurdle to the Test or Ordeal, but if they act instantly and non-violently, without asking the same question again, then they will add a Success Level instead.
    Character Gain: Gain Yin when you repeat a question, or use violence.
  • Line 4 “Remorse Vanishes”:
    Quest line: The Quester is confronted with an opportunity to help others. If they assist and are both modest and self-respecting, showing integrity then they will add a Success Level, failure to assist, or assisting expecting a reward, or being remorseful about helping afterwards, will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you show no remorse.
  • Line 5 “Don’t Rush In”:
    Quest line: The Quester should realise that they will make no progress with the method or path they are on (the reasons will vary greatly from hearing the destination is not where they need to be, or that it will take too long, to hidden dangers being revealed). If they do not stop, assess their options, and change direction or method then they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they choose a new approach after some pausing and reflection then add a Success Level.
    Character Gain: Gain Yin when you stop to discuss your actions with others.
  • Line 6 “Advance Then Retreat”:
    Quest line: The Quester engages in a gruelling task, such as tracking a powerful foe, across country for weeks, until they have found the lair, but if they press on now, while exhausted each attempt will add a Failure Level, an Obstacle or a Hurdle to the Test or Ordeal. Instead, the Quester should retreat from the foe for now.
    Character Gain: Gain Yin when you retreat.

(58). Delighted

Tui, Delighted (or The Joyous or Open Lake or Wonder), is the moment of joy that follows a struggle. This is the sort of joy that others find encouraging. It is the delight of shared experiences and the defeating of shared enemies.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Delighted Quest describes a situation that cannot be won by negative methods, this situation cannot be won by closed-mindedness, violence, intimidation, manipulation, cheating, or machinations, instead only positive actions and attitudes such as open-mindedness, honesty, friendliness, as well as strength, willpower, persuasion and discussion will win the day.

Quest Complete: The Quest that ends in the Delighted Hexagram indicates a Quest that ends with friends discussing the events, learning from their experiences, and setting themselves up with positive attitudes to face future situations with confidence. This often includes a gain of Proficiencies, Descendants or an Alternate Personality.

Gains: Gain Chi when you enjoy yourself, encourage another, laugh, or are benevolent.
Gain Stress when you act selfishly or malevolently.

Unchanging Edge: You may once per Scene add Incarna Draw (Boon Double Reduced) Success Levels to any Character that you encourage.
Changing Lines
  • Line 1 “Contented Delight”:
    Quest line: The Quester is for some reason inherently content and feels no need to push through any Tests or Ordeals. There is no bonus or penalty associated.
    Character Gain: Gain Yin when you act happy and content.
  • Line 2 “Respectful Delight”:
    Quest line: The Quester is approached by people who engage in trivial pleasures, if the Quester joins them in this temptation it will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test. If the Quester refuses these simple pleasures then they may add a Success Level instead.
    Character Gain: Gain Yin when you show respect for others.
  • Line 3 “Earthly Delights”:
    Quest line: If the Quester behaves in a bored manner, seeking external pleasures to distract and entertain themselves, then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you act shallow, superficial or materialistic.
  • Line 4 “Joy Cannot Be Measured”:
    Quest line: The Quester is offered a choice of pleasures, one pleasure is a high spiritual or intellectual pleasure, the other a base pleasure of the flesh. If the Quester cannot ignore the base pleasure choice then they add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If they choose the higher pleasure then they will add a Success Level instead.
    Character Gain: Gain Yin when you act deep, analytical or spiritual.
  • Line 5 “Foolish Delight”:
    Quest line: The Quester finds themselves in a dangerous position, betrayed by someone they trusted (such as a lover or companion), which will add at least a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you trust another, or they betray you.
  • Line 6 “Seductive Delights”:
    Quest line: The Quester is tempted by powerfully seductive delights, that massage their ego, or are addictive to the Quester. If the Quester does not reject these delights then they may spiral into addiction, costing more than just a Failure Level, Obstacle or Hurdle on their Test or Ordeal, this addiction may even add a Dependence Hitch.
    Character Gain: Gain Yang when you act bored, unhappy, dissatisfied or vain.

(59). Dispersal

Huan, Dispersal (or Dispersion), clouds scatter from a mountain, seeds disperse in the wind, water evaporates and falls on all the land, the boats of a kingdom spread far over the ocean. Energy cannot be contained for long, it spreads and disperses over time, making dispersal indicative of entropy. Because of this universalism, and the sense of interconnectedness that it creates, it can be seen as a spiritual process.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Quest of Dispersal signifies a situation that drives the companions apart. It may be the Quester and their allies must perform in separated locations at the same time, forcing them to split the party, or divisive (often ego-based) forces may separate the companions, such as parental guardians separating a love interest from the Quester for their own reasons, however it should be noted that religious or spiritual forces may work against this egotistical nature, drawing together those of a similar spirituality — which can lead to a new friendship, understanding or alliance. Dispersal Quests are often perilous, epic adventures, that are intended to complete some critical task for the good of many people.

Quest Complete: The Quest that ends with the Dispersal Hexagram indicates that at the end of the Quest the companions will find themselves separated and scattered. They may have succeeded in their Quest, but now their companionship is broken. Often this distance between the companions is a spiritual, religious, moral, or political distance, that may even cause companions to become opposed to each other in another Quest.

Gains: Gain Chi when you display spiritual / religious impulses, such as prayer, or leave a group.
Gain Stress when you are alone, or unable to communicate with others.

Unchanging Edge: Once per Scene you may generate a Dispersing action, which spreads and scatters, affecting a Number of Targets or Location Size equal to the Incarna Draw (in the case of Skills or Grunts) / Score (in the case of Talents or Heroes) / Boon (in the case of Powers or Yarn-Tellers) as Chi, with Super-Annexes being treated as Incarna Boon Yarn.
Changing Lines
  • Line 1 “Bringing Horse Strength”:
    Quest line: The Quester and at least one companion have a misunderstanding, or miscommunication, this is not a time for posturing or argument, which will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal as it breeds mistrust between the companions, but instead the Quester must disperse these misunderstandings, and clear the air.
    Character Gain: Gain Yang when you join a conflict, or demonstrate your strength.
  • Line 2 “During Dispersal”:
    Quest line: The Quester begins to be alienated or separated from their companions, if they demonstrate anger, distrust, or disgust there will be reason to add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This can be avoided by seeking out the support of others, usually within the companions, to add instead a Success Level.
    Character Gain: Gain Yin when you act self-destructive, self-sabotaging, proud, or arrogant.
  • Line 3 “Dissolving The Self”:
    Quest line: The Quester encounters difficulties that they have brought upon themselves, usually by following personal desires rather than the common good or other poor choices, these troubles add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Only by changing their goal toward something beyond themselves, renouncing their selfish goals, or changing their thinking can they instead add a Success Level.
    Character Gain: Gain Yang when you act as though you are unimportant, or give away a possession.
  • Line 4 “Dissolving Bonds”:
    Quest line: At least one of the companions works against the common good or for short-term selfish goals, relying on the Quester to protect them as an ally. Unless the Quester renounces these companions, and dedicates themselves to a long-term selfless goal, each one will add Obstacles, a Hurdle or a Failure Level to the Quester's Ordeal or Test. If the Quester finds new allies that support the greater goal they work towards (often from the opposition) then each found ally may add a Success Level instead.
    Character Gain: Gain Yang when you withdraw from a group.
  • Line 5 “Loud Cries Disperse”:
    Quest line: It is a time of misunderstandings that will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal. If the Quester can come up with a good idea (or plan) that can be easily communicated, then this dispersal can be reversed and a Success Level may be added instead.
    Character Gain: Gain Yin when others listen to you, or you treat another gently.
  • Line 6 “Dispersing Blood”:
    Quest line: Danger lies all around the Quester, companions and innocent bystanders, adding an Obstacle, a Hurdle or a Failure Level to their Ordeal or Test. However, if the Quester can defuse this situation, removing the bystanders from danger, or healing any wounds caused then they may add a Success Level instead.
    Character Gain: Gain Yin when you heal a wound.

(60). Restraint

Jie, Restraint (or Restriction or Limiting), Restraints are not always physical, but can be emotional, spiritual, intellectual, or magical just as easily, but even so this restriction is not necessarily bad, . Just as necessity is the mother of invention, so limits push us to new discoveries. Changes in the environment restrict animals, forcing adaptive evolution to change them.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Restraint Quest describes a situation where resources are limited for some reason. This is often an expression of poverty, moral limitations enforced by culture, or simply a strict time-limit that limits how long the Quester has to complete their Quest. This creates a situation where the Quester must place limits upon themselves or others (such as rationing available resources etc).

Quest Complete: When a Quest ends with the Restraint Hexagram the Quester will be forced to limit or restrain something or someone as part of the ending of the Quest. This is commonly expressed as taking prisoners, or making arrests, usually from the opposition, although occasionally the Quester will have to limit or restrain some other resource or group for the greater good or their own personal gain. Sometimes, if the Quester is powerful, the limitations that must be applied by the Quester themselves, vowing never again to use their full-power, or some descendant they have acquired.

Gains: Gain Chi when you display moderation (including rolling average) rather than being too strict, lenient, disciplined, free, limited or limiting.
Gain Stress when you must make a decision, choose a path, or break a rule.

Unchanging Edge: When a Hitch is triggered you may either elect to ignore the Hitch, or you may add additional Chi equal to Incarna Draw (Grunts) / Score (Hero) / Boon (Yarn-Teller) for rest of the Session / Chapter / Episode.
Changing Lines
  • Line 1 “Restrained At The Threshold”:
    Quest line: The Quester encounters a limitation and potential danger. Trying to remove or overcome the limitation will lead to danger, and add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Halting progress and taking time to rest, recuperate and gather strength or resources before proceeding will add a Success Level instead.
    Character Gain: Gain Yin when you stay behind or seek safety.
  • Line 2 “Entering The Courtyard”:
    Quest line: If the Quester acts now then they will add a Success Level, further hesitation or delay will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you grasp an opportunity.
  • Line 3 “Not Knowing Restraint”:
    Quest line: The Quester is not limited by external factors, and may do as they please, but if they do not apply some restraint upon their indulgences, or blames others for their failures, then they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you display excess, or blame others for your failures.
  • Line 4 “Contented Restraint”:
    Quest line: The Quester that accepts natural limitations (that help them conserve resources), but rejects limitations that waste resources will add a Success Level. If the Quester chooses to fight against the current of the limitations and waste resources they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yang when you use an Annex with Umbral Proficiencies
  • Line 5 “Sweet Restraint”:
    Quest line: The Quester must impose some limitation on others, if they do this directly it will create bad feelings and add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester imposes this limitation upon themselves first, leading by example, then they will instead add a Success Level as others follow their example.
    Character Gain: Gain Yin when you are disciplined, or follow a routine, rules, laws or orders.
  • Line 6 “Galling Restraint”:
    Quest line: The Quester who imposes strict and severe limitations or restrictions will suffer additional Failure Levels, Hurdles or Obstacles created by those who are imposed upon. Though the Quester who imposes too few restrictions will also find themselves in trouble (with each missed limit adding one instead). The Quester though who is ruthless when required, and mostly to themselves rather than others, will instead add a Success Level.
    Character Gain: Gain Yang when you enforce rules or laws, or are resented.

(61). The Inner Truth

Zhong Fu, The Inner Truth (or Centre Confirming), symbolises the open heart, always listening to an inner truth. Just as ripples show us the wind over a lake, it is impossible not to notice the inner truth if you listen. To thy own-self be true.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Inner Truth Quest indicates a situation where the Quester seeks answers to questions, but that the answers they seek cannot be found outside themselves, except as reflections of what the true answers are that lie within them. This can create a situation where the forces that surround the Quester are actually reflections of their own internal problems, such as their own Hitches (for example a baseless Fear Hitch may create a baseless fear in the community, or a Dependence Hitch might create a new recreational drug that is highly addictive).

Quest Complete: The Quest that ends with the Inner Truth Hexagram is one that ends with the Quester opening their eyes, mind, or heart to whatever is their real problem. Now that the Quest is completed they must realise that it has not solved all their problems as they may have hoped, they and others around them are still the same, and it may be them that has to change.

Gains: Gain Chi when you tell or take any Action to seek the truth.
Gain Stress when you change your mind about something.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to any action or Test to do with memory, remembering, knowing the truth or finding out the truth.
Changing Lines
  • Line 1 “Secret Designs”:
    Quest line: The Quester must be open and honest with their companions and self, and attempt to lie, misinform, keep secrets, or omit information, will always add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you lie (or omit important information).
  • Line 2 “Crane Calls, Nestling Answers”:
    Quest line: The Quester encounters a character who will listen to what the Quester says and spread that word. This may work for or against the Quester, depending upon what they say and what they are trying to achieve, but can add a Success Level to a Test or Ordeal. If the Quester is instead speaking against their own goals, or who only answers questions, and does not speak for themselves on any topic, then they will add a Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yin when you respond to another
  • Line 3 “Found Comrade”:
    Quest line: The Quester who attempts a Test or Ordeal alone adds a Failure Level, Hurdle or Obstacle, but the Quester who has a comrade, companion or assistant of any sort will add a Success Level.
    Character Gain: Gain Yang when you identify with another.
  • Line 4 “Horses Stray”:
    Quest line: The Quester must leave someone behind to continue their Quest. If they stop, or even tarry to try to say goodbye to those they must leave behind they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If they go swiftly to action, without stopping to even think of others they may instead add a Success Level.
    Character Gain: Gain Yang when you say goodbye.
  • Line 5 “Linking Together”:
    Quest line: The Quester must draw together the remaining companions, as they face a danger that requires the group to act together cohesively. If the Quester acts as a strong leader, weaving together the group as they try to pull apart, then they may yet succeed, but if they try to act as part of the group rather than as a leader then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you act as part of a group, make concessions, or honour another.
  • Line 6 “Cockcrow Heard in Heaven”:
    Quest line: The Quester must make a dramatic, rabble-rousing, or spirit-lifting speech, if they do not, or if they resort to hyperbole, boasting or exaggeration during the attempt, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you exaggerate, boast or use hyperbole.

(62). Exceeding In Smallness

Xiao Guo, Exceeding In Smallness (or Small Preponderance), teaches us that small things outnumber big ones. The insects are more numerous than the horses. The wren flies through the hedge not above it, teaching us not to over-reach ourselves, or stretch too high too soon. This is a strength in weakness that cannot be overcome as it will yield before you, until you are engulfed.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Exceeding In Smallness Quest signifies a situation when subtle changes are occurring, a time where it is important to concentrate on the details. These Quests often include a backdrop of shortages and resource-management. This is a time when small deeds can have the most impact, when emotion can overcome ceremony or law, and grand deeds can collapse and fail without warning. These Quests often also ask the Quester to stand with the lowest people, the commoners, or street-folk, often against an opposition of politicians, billionaires, nobles, or lawyers

Quest Complete: The Quest that ends in The Exceeding Greatness Hexagram ends with a situation where the Quester should not count on great success, but they should manage to hold onto the minor successes they have achieved. This is most often expressed as the war is not over, but this battle has ended, and even if you didn't win, you at least survived. It indicates a failure of the Quester's strength in comparison to the might of the opposition at this time.

Gains: Gain Chi when you play cards you previously Prepared.
Gain Stress when you Draw a Court Card in any Context.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Success Levels to any mundane, easy or common task, Test or action or any action that is Low Stakes.
Changing Lines
  • Line 1 “Bird Hits Window”:
    Quest line: The Quester has created a problem that adds an Obstacle, Hurdle or Failure Level to their Ordeal or Test, usually this is caused by them attempt something too complex too early, jumping the gun in some way, but if they keep to the most simple solution and don't over-think the situation they can add a Success Level instead.
    Character Gain: Gain Yang when you act without preparation, do not look before you leap, or are Distracted.
  • Line 2 “Bypass Grandfather”:
    Quest line: If the Quester is overly ambitious, or breaks rules this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test, however if the rule broken is broken with sensitivity, and for appropriate reasons then this may instead add a Success Level.
    Character Gain: Gain Yang when you show sensitivity or ignore normal procedure.
  • Line 3 “Struck From Behind”:
    Quest line: The Quester encounters a sign (often small and easily overlooked) that indicates there is danger around them, such as hearing a noise behind you. If they are not cautious, and ignore this small detail (they do not turn and look at the noise and potential attacker) then this brings the Quester into danger adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you put yourself at risk.
  • Line 4 “Meeting Danger”:
    Quest line: The Quester encounters a dangerous situation or circumstance. Unless they yield to this danger, demonstrating extreme caution, and do not push on with their goal yet, then they add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If instead they withdraw and while keeping on guard begin training or practising to eventually overcome this danger and reach their goal, then they may add a Success Level instead.
    Character Gain: Gain Yin when you face a problem head on, or keep your guard up.
  • Line 5 “Dense Clouds, No Rain”:
    Quest line: The Quester cannot proceed, as he has no suitable companion to help with a specific task, but a suitable companion exists, but is retired. If the Quester can tempt this retired person out to help then they may add a Success Level to their Test or Ordeal, otherwise they will add at least one Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you stay silent, act in secret, or call on help from an elder.
  • Line 6 “Overshooting”:
    Quest line: The Quester is in danger of overstepping their bounds in some way. If their goals are not small, and they do not try to force success then they will add a Success Level to their Ordeal or Test, but if they do overreach, acting too ambitiously, or with too much force, then they will instead add an Obstacle, Hurdle or Failure Level.
    Character Gain: Gain Yang you act ambitiously, miss a target, or use overkill to try and guarantee success.

(63). Across The Stream

Chi Chi, Across the Stream (or Already Fording or After Completion), is symbolic of having achieved all you can achieve already. The kettle balances water over fire, but if not watched it will boil over, extinguish the fire, or boil off the water, leaving you with nothing. Having reached an end, do not stop, or it may become the end.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Across The Stream Quest indicates a situation where things seem to have changed, and now favour the Quester some how. This is usually a case of a change in regime or the law that now favours the Quester in some way. This might seem like a case of out with old and in with the new, but this does not mean the new regime (or situation) is yet established and stable, or that the opposition is gone. This time is delicate and mistakes may yet cause the new regime to fall or decay.

Quest Complete: The Quest that ends on the Across The Stream Hexagram ends with the Quester accomplishing their goal. What they have achieved may only be ephemeral and may begin to fall apart almost immediately, but what they wanted to achieve has at least been achieved in some way.

Gains: Gain Chi when you take precautions and do not let down your guard, especially when it seems you have won.
Gain Stress when you are surprised or distracted.

Unchanging Edge: Once per Scene you may add Incarna Score (Boon Reduced) Pips to all cards you play to Prepare.
Changing Lines
  • Line 1 “Fording Breakdown”:
    Quest line: There are signs of a transition everywhere, and everything is pressing the Quester forwards, into trouble (adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test), but if the Quester resists this urge to press on regardless, and makes sure they are ready before trying to make progress then they can ignore this trouble.
    Character Gain: Gain Yin when you drag your heels, take your time, or check behind you.
  • Line 2 “The Carriage’s Lost Curtain”:
    Quest line: This time of change creates a power vacuum or an empty office, that the authorities seem unwilling to fill. The Quester who takes advantage of this situation to make a power grab will make their own life more complicated adding an Obstacle, Hurdle or Failure Level to their Ordeal or Test. The Quester who does not draw attention, and remains patient will find themselves rewarded afterwards, as well as adding a Success Level instead.
    Character Gain: Gain Yang when you accept something and move on.
  • Line 3 “Discipling Devils”:
    Quest line: The new regime has stirred up a new danger, usually an external or hidden threat that had been controlled by the old regime, or disturbed by the new regimes expansions. The Quester will encounter a new enemy, or opposition force, that often have different technologies or abilities (in extreme circumstances they may have supernatural abilities and resources). This adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you try to intimidate or upset others.
  • Line 4 “Even Finery Turns To Rags”:
    Quest line: Scandals and secrets plague the new regime, and the Quester too, they will discover some hidden problem that would stop them from progressing that adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is careful, and pays attention to the details, they will subvert this problem and instead add a Success Level.
    Character Gain: Gain Yang when you are unfashionable, prepare, or seek out hidden evil.
  • Line 5 “Neighbours Sacrifice Rewarded”:
    Quest line: The new regime brings with it new leaders, mores, morals, laws, and new religious or social ceremonies. These new ceremonies, etc are more flamboyant and exaggerated than the old regimes, but no more effective. If the Quester joins in with these new celebrations and rituals they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If they do not join in with the new ways, but stick to the old rituals and ways, then they will add a Success Level instead.
    Character Gain: Gain Yin when someone else succeeds nearby.
  • Line 6 “Head Wet”:
    Quest line: There is a danger that the Quester must pass, once they have passed it they should not look back, or dwell upon it at all, or they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If they instead push on regardless and without pausing then they will add a Success Level instead.
    Character Gain: Gain Yang when you plunge in head-first, or try to recapture something you lost.

䷿

(64). Waiting To Cross

Wei Chi, Waiting To Cross (or Before Completion or Before Fording), could also be called Murphy’s Law. It is the symbol of mistakes, chaos, disorder and out of control systems. It is setting your sights to the summit of the mountain, only to realise when you reach it, that the real mystery is the route back down.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Waiting To Cross Quest shows us a situation that is chaotic and difficult. The odds are stacked against the Quester, as while there is a route to order (across the river) this route will only be known to those few who have lived through a similar situation before, and even then they may misunderstand the forces competing in this particular chaos. Jumping in unprepared is often a recipe for disaster, in these situations and the worst case scenario for Waiting To Cross Quests is that any failure can reset the Quester back to the beginning again (as they end up on the same side of the river they started on).

Quest Complete: The Quest that ends on the Waiting To Cross Hexagram shows us a Quest that ends in chaos. This often occurs because a powerful force of opposition is not revealed until the end the Quest, and this “diablo-ex-machina” is so powerful that the Quester is caught off guard and in incredible danger.

Gains: Gain Chi when you do not think something through, attempt the impossible, or act overly confident.
Gain Stress when you Succeed at any task, pass any Ordeal Stage or Test, or best any Hurdle.

Unchanging Edge: Once per Story you may cause all cards to be discarded, shuffled and re-dealt randomly (including all Ordeal Pools, Wyrd Tarot Hands, and currently active cards and prepared cards).
Changing Lines
  • Line 1 “Tail in The Water”:
    Quest line: The Quester is encouraged by the situation to push ahead and seize the moment, but this would be a mistake and add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Instead, if they Quester is patient and waits, they will add a Success Level instead.
    Character Gain: Gain Yang when you display patience, or act humiliated.
  • Line 2 “Braking The Wheels”:
    Quest line: It should be obvious to the Quester that it is still not the time to act, but just waiting will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, instead if the Quester makes preparations, for example by training, or repairing equipment then they will add a Success Point instead.
    Character Gain: Gain Yin when you display patience, slow down, or make another wait for you.
  • Line 3 “Charging With Wet Trousers”:
    Quest line: The time to act is now, but the Quester is still unprepared, or too weak somehow, if they recognise this and try to find suitable companions to help them, then they will not add the Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you advise against attack, fall over, or are attacked.
  • Line 4 “Battle Against Devils”:
    Quest line: For the Quester they must act now, it is a do or die moment. Even if they act now there is no guarantee of success, but to wait further will only create additional Hurdles, Obstacles or Failure Levels for their Ordeal or Test.
    Character Gain: Gain Yin when you confront a challenge, or attack an Opponent.
  • Line 5 “The Superior Light”:
    Quest line: For the Quester everything is going their way, add a Success Level to any Ordeal or Test.
    Character Gain: Gain Yang when you succeed.
  • Line 6 “The Drunk Wets His Head”:
    Quest line: The forces that drive the Quest begin changes in the world, but for the Quester it is still too soon to celebrate or they will add an Obstacle, Hurdle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you demonstrate a lack of restraint, get drunk, or act convivial or festive.

None

(0). The Increated

The Twisted Philosophy of the Increated

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest:

Quest Complete:

Gains: Gain Chi when you prove you exist or capture a soul or send a soul to your masters.

That table shows you the individual Hexagrams, and you can see largely how they work. Changing lines are the lines that change between Hexagrams (counting from the bottom as line 1 to the top as line 6). So if you go from a Hexagram that is all broken Yin lines to all Yang lines then all 6 of the Changing Lines will apply. If both Hexagrams match for a Character then they will instead of gaining access to the Changing Lines get a special unchanging I-Ching ability. Changing Lines also affect Quests and how they work, in a similar way.

In T13 there is a reason that we consider some Sway Yin and some Yang, a reason that the Facets are split this way. That reason is the I-Ching or Book of Changes, which can be used to examine Characters and situations within the system to create greater depth and more interesting Characters.

Characters are created by twelve pairs of Facets, much like a pair of Hexagrams is made from 12 Lines, each Hexagram being 6 lines long. Characters can therefore create two Hexagrams by comparing their Yin and Yang Facet Boons. If the Character’s Yang Facet Boon is greater than the Yin Facet Boon that will create a Yang or solid line. If the Facets are the same the Player can choose or roll randomly. Quest Hexagrams are completely different and to do with Quest spreads for cards (you can read more of them in the Card spreads rules).

(1). The Creative

Qián, The Creative (sometimes also called Heaven), is made of all Yang Lines. It symbolises beginnings, and completing that which you have begun. It also represents Time and Duration, and the awakened Sage or creative Dragon.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Creative Quest is active and dynamic, and requires the same of the Quester. The Quester may succeed by displaying energy and creativity, all Yin and uncreative Actions (especially Yin Actions that lack originality) suffer from an automatic Failure Level atop of any Quest complications.

Quest Complete: The Creative expresses itself through constant change and evolution. As a result of the Quest the Quester and the Opposition may find themselves changed and altered, gifted new powers and abilities, cursed or scared with new hitches, or discovering a new alternative self.

Gains: Gain Chi when you begin something new or complete something you have begun.
Gain Stress when you are distracted from your goals.

Unchanging Edge: May make all Facet tests on the Yang Facets alone.
Changing Lines
  • Line 1 “Hidden Dragon”:
    Quest line: The Quester encounters a powerful hidden opposition, any action by the Quester will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you do not act when you may, holding your action and waiting instead.
  • Line 2 “Dragon in the Field”:
    Quest line: The Quester meets a character who seems unimportant, but is actually a mentor, authority or suitable companion for the Quester. If the Quester approaches this character correctly asking for help they can add a Success Level to their Ordeal or Test, failure to greet the character properly will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act as a part of a group, make friends, network, socialize, negotiate, or use a pact Descendant.
  • Line 3 “All Day & Night”:
    Quest line: Things have become perilous for the Quester. They have been exposed to a new sphere of influence (such as new pact or group), and are praised by these new people. If they embrace this new fame and accolades however it will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, only caution and focus on their task at hand will instead add a Success Level.
    Character Gain: Gain Yin when you are cautious or responsible.
  • Line 4 “Dragon Leaps Pond”:
    Quest line: The Quester is offered a choice, on the one path they will become stronger physically by engaging the opposition, or they may withdraw from the opposition and they will grow mentally or spiritually. Neither path adds Successes or Failures.
    Character Gain: Gain Yin when you concentrate on the details, small steps, little picture, or use gentle persuasion.
  • Line 5 “Dragon Flying”:
    Quest line: The Quester who is bold and daring will add a Success Level to their Test or Ordeal, those who hide or use cunning will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act boldly, immediately or confidently.
  • Line 6 “Haughty Dragon”:
    Quest line: The Quester who takes themselves too seriously, is haughty or bragging will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The Quester who is self-depreciating will instead add a Success Level.
    Character Gain: Gain Yin whenever you mock yourself, or rely on the help of others.

(2). The Receptive

K’un, The Receptive (sometimes called Void), is made entirely from Yin lines. It symbolizes submission, following rather than leading, reacting rather than acting. The Receptive is boundless, embracing everything within itself.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Receptive Quest requires perseverance, spirit and submission to an authority. Do as you are commanded by the Quest-giver, and nothing more, or there will be disaster. This is not a Quest that you should expand or alter in any way.

Quest Complete: The Receptive states that with the Quest complete, the Quester should rest, meditate and await with patience a new beginning.

Gains: Gain Chi when you do something for someone else, follow another’s lead, or contemplate the situation.
Gain Stress when you act first, rather than reacting.

Unchanging Edge: May add Incarna Boon Reduced to all actions that aid another.
Changing Lines
  • Line 1 “Winter Comes”:
    Quest line: There are signs of decay, deterioration, sabotage or treachery around, the Quester who ignores these signs will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester who is perceptive and wise may head these disasters off early adding a Success Level instead.
    Character Gain: Gain Yang when you ignore risks, are wounded, or defeated.
  • Line 2 “Straight Talking”:
    Quest line: There are lies and speculation brewing, only being truthful, taking responsibility, and submitting to authority will the Quester have success, any deception or favouritism will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are honest, truthful, obedient or calm.
  • Line 3 “Hidden Lines”:
    Quest line: Another character (a rival or the opposition) claims credit for the Quester's actions. If the Quester ignores this, and keeps a low profile then they will add a Success Level to their Test or Ordeal as an authority will take issue with the Quest itself, and blame those who took credit. Claiming this credit will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you are modest, humble, or do not take credit for your actions.
  • Line 4 “In a Sack”:
    Quest line: The Quester is in danger, powerful opposition stands against their Quest and any challenge to their authority will add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test. Only by hiding and working in secret can the Quester hope to proceed.
    Character Gain: Gain Yang when you are cautious, pessimistic or closed-minded.
  • Line 5 “Clothed in Yellow”:
    Quest line: The Quester must be discreet, they are already known to the opposition, and being watched, which will add a Hurdle, Obstacle or Failure Level to any attempt on their Ordeal or Test, but if they can work indirectly, and unobserved they may add a Success Level instead.
    Character Gain: Gain Yang when you think, meditate, or remind someone of a memory.
  • Line 6 “Dragons Fight in the Field”:
    Quest line: The Quester has placed themselves in danger, surrounded by more powerful enemies, and unless they yield to one of the authorities, doing exactly as commanded by them, they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yang when you listen to another and do not disagree aloud.

(3). Initial Adversity

Chun, Initial Adversity (or Difficult Beginnings or Sprouting), symbolizes the first shoots of spring. The Earth is still hard, but the plant struggles on.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Initial adversity Quest begins hard and gets easier later. Difficulty and Stakes may be higher for the early part of the Quest, and later will lower, or early Ordeals will have additional Obstacles or automatic Failure Levels.

Quest Complete: This is a time of turmoil, chaos and confusion, unleashed by the Quest. Dangers and hazards gather around and tensions are raised. This Quest may end on an extra Ordeal, often a fight.

Gains: Gain Chi when you accept help, make allies, or encounter Obstacles or Hurdles.
Gain Stress when you begin without making a plan first.

Unchanging Edge: May add Incarna Boon reduced to any action if helped by another.
Changing Lines
  • Line 1 “Insurmountable Stone”:
    Quest line: An insurmountable problem presents itself, blocking all progress in the Quest, and adding at least one Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. However, if the Quester can find the right companions then they may instead add a Success Level.
    Character Gain: Gain Yin when you avoid conflict alone, seek or have help.
  • Line 2 “Horse & Wagon Part”:
    Quest line: Tensions are high, and somebody makes an offer that appears advantageous, but if taken by the Quester it will lead to downfall, betrayal or humiliation (adding an Obstacle, Hurdle or Failure Level to their Ordeal or Test. Only by turning down this offer diplomatically, or careful manipulation of the situation can the Quester add a Success Level instead.
    Character Gain: Gain Yang when you turn down help, or get what you want via persuasion or seduction.
  • Line 3 “Deer Hunter Lost Without Guide”:
    Quest line: The situation ahead is some sort of trap, like the hunter led too deep into the woods, the Quester is out of their depth and add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester ignores their Quest at this time, and focuses on their safety, retreating from the danger, then they may later add a Success Level instead.
    Character Gain: Gain Yang when you seek help, guidance, or conduct research.
  • Line 4 “Wagon & Horses Separated”:
    Quest line: The Quester has a duty to act, but lacks the power or ability necessary. If the Quester acts alone, or does not fulfil their duty to act then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Task, but if they seek out assistance (replacing the missing horses) then they may add a Success Level instead.
    Character Gain: Gain Yang when you ask another for help or act immediately.
  • Line 5 “Difficulties In Blessings”:
    Quest line: The Quester who tries to express their intentions, explain themselves, or their agenda, adds a Hurdle, Obstacle or Failure Level, as they are misunderstood or misinterpreted by their companions or the authorities. If instead the Quester moves ahead working on their own, then this will add a Success Level instead as they build trust with those that would have misunderstood.
    Character Gain: Gain Yin when you explain something, use diplomacy, or make a mistake.
  • Line 6 “Bloody Tears Flow”:
    Quest line: The Quester faces great difficulties and hardships, that add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test, if the Quester does not give up, surrender or abandon the Quest then instead they may try again with an additional Success Level.
    Character Gain: Gain Yang when you change tactic or give up after a failure.

(4). Innocence

Meng, Innocence (or Youthful Folly), symbolizes the innocent mistakes that a child might make in class, without which they will never learn and improve. Failure, Meng tells us, is just a stepping stone to success. It can also mean that you are foolishly seeking “without” something that can only be found “within”.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Quester is naive or inexperienced about this Quest. Something about the Quest is a lie, or more than it seems, and the Quester may find they have made a foolish mistake.

Quest Complete: The Quest that ends on the Innocence Hexagram shows a Quest where the Quester must learn from the mistakes that they have made, learn from them, and try to better themselves before greater mistakes occur.

Gains: Gain Chi when you ask a question, fail or realise you made a mistake.
Gain Stress when you see another in pain.

Unchanging Edge: Proficiencies can be purchased at half price and Personality Proficiency Slots are doubled.
Changing Lines
  • Line 1 “A Fool Needs Discipline”:
    Quest line: The Quester has made some mistake, error, or committed some crime, unless they admit this mistake and face the consequences they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you accept criticism, or punishment, or you self-criticize, or are self-disciplined.
  • Line 2 “Suffer Fools Gladly”:
    Quest line: One of the companions of the Quester is foolish, or makes some mistake that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. The Quester who tolerates this folly with kindness and consideration will instead add a Success Level, as they will guide their companions to help them better.
    Character Gain: Gain Yin when someone else asks a question.
  • Line 3 “Know Thy Strengths”:
    Quest line: Someone approaches the Quester full of flattery, offering favours and gifts, that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test if the Quester accepts this “assistance”. Only by staying firm to their own convictions, and working alone will the Quester add a Success Level instead.
    Character Gain: Gain Yang when you answer a question, or use your own knowledge successfully.
  • Line 4 “Entangled Folly”:
    Quest line: Some assumption the Quester has made is wrong, and may lead to humiliation or disaster as it adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Only by having a realistic grasp of what is really going on will can the Quester instead add a Success Level.
    Character Gain: Gain Yang when you are realistic, rejecting the fantastical or overly ambitious.
  • Line 5 “Youthful Folly”:
    Quest line: The Quester is inexperienced at the tasks required of them. If they blunder in assuming they know what is required, they will complicate things adding Hurdles, Obstacles and Failure Levels as they go. If the Quester is modest and cautious they will add an additional appropriate Success Level to their Ordeal or Test.
    Character Gain: Gain Yang when you don’t know the answer, or try something new.
  • Line 6 “Attacking Ignorance”:
    Quest line: Mistakes have been made, often by the companions of the Quester, and it falls upon the Quester to punish these mistakes that have added a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. If the Quester applies an appropriate punishment, that is not too forgiving nor too tyrannical, and addresses the specific mistakes, crimes or problems they have caused then they may instead add a Success Level.
    Character Gain: Gain Yin when a mistake is made by you or near you, or you demonstrate respect for another.

(5). Nourished Waiting

Hsu, Nourished While Waiting (or just Waiting), is symbolic of Patience. Whatever is going to happen will take time, and you can either wait nervously, or patiently. The watched pot never boils, but if you do something else, you will never have enough time before it boils dry.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Nourish Waiting Quest is one that is about self-discipline and self-control. An opportunity will present itself, but the Quester must be ready and prepared. If they act before the opportunity presents itself on their Quest you will face unnecessary dangers and obstacles that could have been avoided by patience and preparation.

Quest Complete: The Quest that ends on the Nourished Waiting Hexagram indicates a Quest that is so gruelling and such hard work that the Quester is expected to need time to rest and recover after it has finished.

Gains: Gain Chi when you wait for another, display patience, or don’t use an available action in combat.
Gain Stress when others have to wait for you.

Unchanging Edge: When you do not take an action or are in GRT (and it would be your turn) you may pull and play Incarna Boon Doubled Reduced Ordeal Cards to reduce RT and GRT.
Changing Lines
  • Line 1 “Waiting in the Meadow”:
    Quest line: The Quester should have some sense that something bad is going to happen, this may be a sense of foreboding or a specific warning, but the danger is still some distance away. If the Quester worries about this coming danger, makes plans or tries to stall it this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test, instead if the Quester ignores the warning and works on as normal then they may add a Success Level instead.
    Character Gain: Gain Yin when you begin any Ordeal.
  • Line 2 “Waiting on the Beach”:
    Quest line: Danger approaches, disagreements and unrest fester beneath the surface, and the Quester becomes a subject for speculation, gossip and slander. If the Quester can rise above and ignore what people are saying about them then they may avoid adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you observe, while you wait, and do not speak.
  • Line 3 “Waiting in Mud”:
    Quest line: The Quester has acted too soon in some regard, as though they ran into the mud at the first sign of a ship on the horizon. This has them stuck behind some Hurdle, Obstacle or suffering from a Failure Level or two. Only extreme patience, waiting for that boat to arrive, will allow them to add a Success Level instead.
    Character Gain: Gain Yin when you are in GRT.
  • Line 4 “Waiting in Blood”:
    Quest line: The Quester is trapped, perhaps caught in mud, captured by some enemy, or pinned down by a siege. Nothing you can do will release this trap at this time, accept the situation and await some change. Any attempt to escape, complain or change the situation will add an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you wait while Wounded.
  • Line 5 “Waiting With Food & Drink”:
    Quest line: There is some celebration that the Quester is invited to (and may even be the guest of honour at). However, the Quester must move on after this feast, any delay will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you try to make the best of a bad situation.
  • Line 6 “Waiting In The Pit”:
    Quest line: The Quester may be trapped, or stuck, often by their own indecision. Three routes or pieces of advice are offered, one of which will add a Success Level to their Test or Ordeal, the other two will add a Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you trust in others, accept help, or find a middle way.

(6). Conflict

Sung, or Conflict, is pretty self explanatory. Only when we meet opposition are we truly defined, it is through argument that we learn about our own position. Of course, Conflict can not solve every problem, but sometimes it is necessary before we can move forwards.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Opposition is strong and the more the Quester directly conflicts with them the stronger they will become. It would be wise for the Quester to work carefully and even withdraw, or politically ally with those who oppose them, if at all possible.

Quest Complete: Despite the Quest being completed there still exists conflict from the opposition, they will try to reclaim, or seek revenge, what they have lost.

Gains: Gain Chi when you oppose another, supply a contrary view, argument, or theory, or enter combat.
Gain Stress when everyone agrees with you.

Unchanging Edge: Whenever you stalemate or draw with an opponent add a success level.
Changing Lines
  • Line 1 “Conflict Over Trivial Matters”:
    Quest line: The Quester is caught up in a conflict at its initial stages, but if the Quester engages with the conflict it will create additional Hurdles, Obstacles or Failure Levels, however if they de-escalate the situation, avoid conflict, or drop the issue, they will instead add a Success Level.
    Character Gain: Gain Yang when you de-escalate a situation, avoid conflict or find a peaceful solution.
  • Line 2 “Yielding”:
    Quest line: The Quester faces opposition that is more powerful than themselves, any action other than surrender, retreat or yielding will add an additional Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you calmly withdraw from conflict, surrender, or yield.
  • Line 3 “Basing Expectations on the Past”:
    Quest line: The Quester finds themselves aligned with the old-guard, either by supporting the status-quo directly, expecting the old-guard to behave as they have in the past and planning accordingly, or by claiming territory from the enemies of the old-guard. As long as the old guard are on side the Quester will add a Success Level to their Tests and Ordeals, but should the Quester in anyway threaten the status-quo the old-guard will turn upon them adding Obstacles, Hurdles or Failure Levels for each offence instead.
    Character Gain: Gain Yang each Phase of any Opposed Ordeal
  • Line 4 “No Win”:
    Quest line: The Quester appears strong to the opposition, and they are unlikely to attack, however if the Quester escalates the situation and attacks the opposition they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, and reveal they are actually not as strong as the opposition has assumed. The Quester who uses their perceived advantage to negotiate may instead add a Success Level.
    Character Gain: Gain Yin when being defeated/injured.
  • Line 5 “Arguments”:
    Quest line: A conflict is inevitable, but the winner may be decided by a third party who will judge the winner. This may involve a court case, arguments, pleas to authority, etc. There is no loss of honour or risk of injury in this arbitration, even if this case is lost. The only way this could go wrong is if someone were to actually escalate the conflict which will add at least one Hurdle, Obstacle or Failure Level to that side's Ordeal or Test.
    Character Gain: Gain Yin when you argue and someone argues back.
  • Line 6 “Defend a Prize”:
    Quest line: The Quester has won the conflict, but now they face the problem of any champion, those who seek the title are now approaching to challenge them constantly. From genuinely dangerous experienced opponents to every up and coming kid trying to make a name for themselves. These contenders often add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you win, or when another challenges you.

(7). Army

Shih, or Army (occasionally Leading The Army), symbolic of organization and discipline. The Army does not necessarily mean a military force (although it often does), but any collective force all working toward the same goal. Most often it describes the Quester and their Companions working together.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Quest of Army indicates a situation where the Quester is part of a company, group or army that are all working towards the Quest together (or at least are aligned with the Quest in some way — a Quest to liberate a city may be part of a larger Quest to win a war, for example). However, there is disorder amongst the Quester's allies, often this is some imagined slight, but occasionally an actual grievance must be addressed or they army may fall apart around the Quester.

Quest Complete: The Quest that ends with the Army Hexagram, leaves participants discontented, some seek rest and recovery time, others wish to strike while the iron is hot, others perhaps are more concerned with getting their (often more than) “fair” share of the spoils. Your alliance that held together through tough times risks falling apart in the face of success.

Gains: Gain Chi and Stress when others do as you tell them

Unchanging Edge: All Pact Costs are halved for you.
Changing Lines
  • Line 1 “Marching”:
    Quest line: The Quester has joined or become associated with an army, but this army is undisciplined and untrained. If the Quester does not organise this army, apply discipline, and address any immediate issues, then they will add Hurdles, Obstacles or Failure Levels to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you prepare, plan, or assign tasks to suit another’s strengths.
  • Line 2 “In the Ranks”:
    Quest line: The Quester is a part of an army. If the Quester tries to lead the army from afar, or follow another commander who is not in the ranks, this will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester leads, or follows another who leads from the ranks, then this will add a Success Level to any Test or Ordeal.
    Character Gain: Gain Yin when you do as others tell you.
  • Line 3 “Carrying Corpses”:
    Quest line: The Quester encounters great danger, this danger occurs because of someone interfering in the proper chain of command. This may be someone beneath the Quester who will not follow their orders, or someone above the Quester who is interfering with those the Quester is sent. This interference adds a Hurdle, Obstacle or Failure Level, and often results in injuries and deaths.
    Character Gain: Gain Yang when you trigger a Hitch.
  • Line 4 “The Army Retreats”:
    Quest line: The Quester faces overwhelming opposition, if they retreat then they won't have to add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, otherwise they do.
    Character Gain: Gain Yang when you retreat from combat or order a retreat when you are outmatched.
  • Line 5 “Stalking Game”:
    Quest line: The opposition are within striking distance, they may be sneaking closer, marching in, or the Quester may have approached them. If the Quester makes too much noise they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they warn the opposition of their presence.
    Character Gain: Gain Yang when you work in silence with another.
  • Line 6 “The Great Prince”:
    Quest line: The Quester has won a major battle, but now they have spoils to divide. If the Quester rewards companions and allies with power, equipment or money they had better be sure that the person is not going to abuse this reward as it will add a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal. If the Quester does not reqrd those who did not help them, and punishes those who worked against them within their ranks then this will add a Success Level instead.
    Character Gain: Gain Yang when you plan ahead, strategize or succeed.

(8). Union

Pi, or Union (or Uniting or sometimes Holding Together), symbolizes not a group working as one, so much as finding one’s place within the group. It is about working well with others, not organizing others. It may indicate a marriage union or joining a new job.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Quest of Union is often one of bringing together a community to achieve the Quest goals. Bonding between the Quester and Companions must occur as part of the Quest or there will be problems and errors that affect the Quest and the alliance.

Quest Complete: The Quest that ends on the Union Hexagram demands that you find those among your community, who share your goals and ideals, those with whom you can claim some common ground, before you move ahead. This usually allows the Quester to add new allies to their companions from this Quest.

Gains: Gain Chi when you co-operate with another Character, perform a job or task without being asked, or are intimate with others.
Gain Stress when you do not know your place in a group, or do not have a job to do.

Unchanging Edge: May add Incarna Boon Reduced to another’s action.
Changing Lines
  • Line 1 “Trusting Relationships”:
    Quest line: If the Quester has lied to or misled their companions this is now revealed, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test, as companions abandon you and may even actively undo the Quest (perhaps releasing prisoners, or selling the prize).
    Character Gain: Gain Yang when you are sympathetic or accept others as they are.
  • Line 2 “Union Within”:
    Quest line: If the Quester's goals align with those of their companions and community then they may add a Success Level to their Ordeal or Test, but if the Quester's goals do not match those of the community they will find themselves opposed on all sides, adding a Hurdle, Obstacle, or Failure Level instead.
    Character Gain: Gain Yang when you don’t co-operate, or stay true to yourself.
  • Line 3 “Bad Unions”:
    Quest line: One of the Quester's companions is not well suited to work with the others. If the Quester continues to work with this person it will add at least one Hurdle, Obstacle or Failure Level to their Ordeal or Test as this creates disharmony, arguments and errors.
    Character Gain: Gain Yang when you work alone.
  • Line 4 “Hold Union Outwardly”:
    Quest line: If the Quester keeps secrets or lies this will create mistakes, disasters and misunderstandings that will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they turn companions against the Quester. If the Quester speaks their mind and is honest and truthful in every conversation they have then they will instead add a Success Level.
    Character Gain: Gain Yang when you meet someone new, or ask another for help or instruction.
  • Line 5 “Manifesting Union”:
    Quest line: Someone seeks to leave the Quester's companions, alliance, or community, perhaps due to a difference in tactics, aggression, morals or goals. If they are allowed to leave those that remain will be more united and stronger together, adding a Success Level to their Test or Quest. Persuade or force them to stay and the Union will be weaker and more disharmonious as a result, which will add Failure Levels, Obstacles or Hurdles instead.
    Character Gain: Gain Yin when someone assists you.
  • Line 6 “Bad Head For Union”:
    Quest line: An opportunity presents itself and the Quester must act at once and seize this chance, whether it be an offered alliance, marriage, contract, a stranger declaring “kiss me”, or a plan. Failure to act at once is a mistake, and may lead to fatal consequences, as it inevitably adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you avoid intimacy or co-operation.

(9). Taming Power

Hsiao Ch’u, Taming Power (or Small Restraint or Small Gathering), is symbolic of how a small force can tame a more powerful one. A mighty river can be dammed to make a lake, as even the smallest obstacles can seem insurmountable if you do not believe you can beat them.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Quest of Taming Power shows a situation where the opposition is of great power and could easily destroy the Quester, either physically, or more often economically, socially or politically. The Quester can still succeed, but only by use of gentle determination and yielding yin strengths such as secrecy or keeping one's distance. Any use of direct yang power, strength, or arrogance by the Quester will cause them additional Hurdles, Obstacles and Failure Levels, as these Yang forces are greater in the opposition. The Quester may believe themselves to be the most physically, spiritually, or mentally strong, that they are the better leader, but this opposition authority is stronger in all those same ways.

Quest Complete: The Quest that ends with the Taming Power Hexagram changes another character's perceptions of the Quester. Perhaps a companion having seen some expression of darkness in the Quester, which they have never seen before, which causes them to fear the Quester, or the Quester might suffer a loss or wound that causes the opposition, or a rival, to pity them. These characters should address this issue here, making the Quester aware of how they perceive them, and ideally cause the Quester to question if this is how they wish to be seen.

Gains: Gain Chi when you act pessimistic, make things more difficult for yourself, or do not try your hardest.
Gain Stress when you fail a Test or an Ordeal Stage.

Unchanging Edge: You may reduce the result of any Test, Roll or Draw by one Success Level or Card and Gain Incarna Boon Reduced Chi.
Changing Lines
  • Line 1 “Wrong Way”:
    Quest line: The Quester is headed the wrong way, or working against themselves without realising it. If they continue in this direction they will add Failure Levels, Obstacles and Hurdles to their Tests or Ordeals, but if they realise their mistake and change their method or destination then they may instead add a Success Level.
    Character Gain: Gain Yin when you fail and decide that was not what you wanted to do anyway, and so seek a new goal.
  • Line 2 “Returning Home”:
    Quest line: The Quester is reminded of their home or family. Sometimes this is just some faint resemblance combined with a general homesickness, although most often it is a chance encounter with someone from the Quester's home (such as a family member, friend or neighbour) that reminds them, very occasionally a Quester will actually return to their home, during the Quest, only to find it in some way damaged or different now that they have another perspective upon the place. These complications can add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal as they are confounded by homesickness, confusion or excessive emotions.
    Character Gain: Gain Yin when you follow another’s example, or concentrate on your relationships with others.
  • Line 3 “The Breaking Wheel”:
    Quest line: Any sign of aggression or voice raised in anger by the Quester will cause additional Failure Levels, Obstacles, or Hurdles. If the Quester is yielding, sympathetic and calming upon their peers and even the opposition then they may add a Success Level instead.
    Character Gain: Gain Yin when you give in, surrender, or step back to encourage another to try.
  • Line 4 “Blood Vanishes”:
    Quest line: The situation is changing and potentially dangerous, as the opposition or the Quester is passionately seeking conflict, driven by powerful emotions that will negatively impact the situation. This desire for battle must be restrained somehow, usually by a careful and judicial application of the truth, however this argument must be made dispassionately, additional emotions will only add additional Hurdles, Obstacles or Failure Levels to their Ordeal or Test.
    Character Gain: Gain Yin when you advise or suggest restraint, caution or care is taken, or if you act surprised.
  • Line 5 “Rich Neighbours”:
    Quest line: The Quester may have done the wrong thing, and even created additional Hurdles, Obstacles or Failure Levels, but among the characters there is someone who is a perfect ally for the Quester. If the Quester is powerful the ally is trustworthy, if the Quester is weak the ally is devoted to the same goals (or even to them). If the Quester makes this alliance they may add a Success Level to their Test or Ordeal, as the ally brings resources, supplies or additional forces to the alliance, but if they fail to make this alliance it will add an additional Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you are friendly, courteous, or loyal.
  • Line 6 “The Half-Laden Wagon “:
    Quest line: The Quester's progress within the Quest is currently in jeopardy. If the Quester pushes ahead, trying to complete the Quest, they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, which may even undo the progress they have already made. However, if the Quester is content with the progress they have so far made, and does not push on at all, instead searching out traps, or preparing for an unforeseen event like an ambush, then they will add a Success Level to the Test or Ordeal instead.
    Character Gain: Gain Yin when you do not push forwards, without first making the proper preparations, check for traps, etc.

(10). Stepping

Lu, Stepping (or Treading or Careful Conduct), is symbolic of the Cautious advance. Tread carefully is the warning, but do not stand still. You walk with a tiger, do not tread upon the tail.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Stepping Quest is a delicate balance between two dangerous situations or forces, where the Quester must choose and tread cautiously. The Quester is usually weaker than at least one of the forces involved (and occasionally is weaker than both), which can increase the danger to the Quester. The Quester can only influence the more powerful force by positive emotions, humour and tact, they will not respond well to negative emotions or force.

Quest Complete: The Quest that ends on the Stepping Hexagram indicates Someone who was beneath the Quester in status or power during the Quest, is actually far above them in authority or status (the old man who accompanied them, and they all though was a janitor, was actually the CEO all along). Depending upon how this character were treated, the Quester and the opposition will be judged.

Gains: Gain Chi when you show respect, act with caution or are respected.
Gain Stress when you realise you are in danger.

Unchanging Edge: Whenever you wait rather than acting, or are in GRT and it is your turn, you may Draw cards using your Personality Annex (and discard excess if you reach Pool Limit).
Changing Lines
  • Line 1 “Go Your Own Way”:
    Quest line: The Quester is offered a choice, one choice might be material comforts, another may forgo material concerns but place them closer to their goal, neither choice is correct and will add an Obstacle, Hurdle or Failure Level to their Ordeal or Test. Only by avoiding this false choice and coming up with their own way can the Quester add a Success Level instead.
    Character Gain: Gain Yin when you avoid others, go around, or head off on your own.
  • Line 2 “The Easy Path”:
    Quest line: The Quester will find themselves surrounded by others who are in various forms of trouble, some of them may even ask for help, others will not, but their trouble will be apparent. If the Quester avoids being distracted, and manages to focus on their own goals and requirements then they will add a Success Level, but anything other than ignoring these people and their distractions will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they are drawn into these people's troubles.
    Character Gain: Gain Yin when you ignore, avoid or bypass a Plot, Conflict, Ordeal, Quest, Obstacle, or Test.
  • Line 3 “Biting Tiger”:
    Quest line: The Quester is in great danger, they may be over-estimating their own strength, underestimating their opposition, overlooking a hazard or danger, or simply be careless.
    Character Gain: Gain Yang when you are attacked, wounded or damage a Descendant.
  • Line 4 “Stepping around the Tail”:
    Quest line: The Quester sees signs of danger that perhaps others do not, whether by chance, superior perception or paranoia, this perceived danger adds a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal. However, this danger is magnified by the Quester's own caution, if the Quester presses on regardless, with confidence, then they will add a Success Level instead.
    Character Gain: Gain Yin when you are cautious, or act nervous or afraid.
  • Line 5 “Determined Stride”:
    Quest line: There is danger ahead for the Quester, but as long as they remain aware of it (and act accordingly) it does not impact them, however each time the Quester is incautious, or indecisive, they add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act (or are) determined.
  • Line 6 “Looking Back”:
    Quest line: Now that the Quest is completed the companions, authorities and everyone else present, will judge the Quester based upon their actions and the end results, this ignores the Quester's motives and intent, no matter how noble. If the Quester's own motives or intent did not match the result they got this will add a Failure Level, Obstacle or Hurdle to their remaining Test or Ordeal, as they feel tormented by their feelings for the praise or blame they get that they feel they do not deserve.
    Character Gain: Gain Yin when you achieve something (a victory, a goal, a Stage, etc.), or you look behind you, or think about the past.

(11). Tranquillity

T’ai, Tranquillity (or Peace), is symbolic of the serenity that one finds after you have given up desires and wants, but it is also the abandonment of the past and the embracing of the next adventure.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Tranquillity Quest should be simple, easy and harmonious, with cooperation (or something like it) between all parties, as each chooses to forget their past differences and work towards this new common goal in peace, but of course it rarely works this way, usually someone is selfish or insincere, or two parties involved have too much difficulty putting aside their personal feelings of revenge, for when Tranquillity fails then all parties may turn on each other, creating a frenzy like sharks with blood in the water.

Quest Complete: If a Quest ends in the Tranquillity Hexagram then there will be peace, quiet and a time of respite for the Quester, and their companions (and the opposition as well), before the next Quest. This time will allow them to recover and heal, but not yet train, learn or practice new skills or abilities. They may recover, but not progress through tranquillity.

Gains: Gain Chi when another Character gains Chi or spends Stress nearby.
Gain Stress when an opposing Character spends Chi on an Action.

Unchanging Edge: You may pay 1 Chi to enter a “Flow” state for the rest of the Scene. In “FLow” you may Draw and Play 1 additional Ordeal / Wyrd Tarot / Yarn Card whenever you act.
Changing Lines
  • Line 1 “Entangled Roots”:
    Quest line: This is a time of peace and prosperity for the Quester, and they may extend their influence and recruit new companions to their Quest. If they help others who are in need (the Quester's peace and prosperity will not extend to everyone) they will quickly attract new followers, allies and companions. Hiding away in this time will add a Failure Level, Hurdle or Obstacle, as the opposition will take advantage of this time instead.
    Character Gain: Gain Yin when someone gains Yin nearby.
  • Line 2 “The Middle Path”:
    Quest line: Times of peace bring their own problems, and these problems can each heap Failure Levels, Obstacles and Hurdles upon the Quester if they are not dealt with.
    1. Tranquillity sometimes mixes companions and opposition socially
    2. Tranquillity makes people ignore, or become complacent to, common dangers (such as fording rivers or crossing roads)
    3. Tranquillity within a region can cause one to neglect what is distant, allowing problems to occur at the edge of the domain.
    4. Peace and Prosperity can create new internal factions, and cliques working for mutual advantage that create new oppositional forces the Quester may encounter.
    If the Quester can find some middle path between these four forces then they can instead add a Success Level to their own Test or Ordeal.

    Character Gain: Gain Yin when you act impartially, refuse to take sides, or are gentle.
  • Line 3 “Wheel of Fortune”:
    Quest line: The wheel of fortune reminds us that all things are in a state of change, prosperity and peace must end, just as times of strife must end too. If the Quester does not take advantage of this time, to make preparations for later, saving some money away, making preparations for war, or whatever diligence their situation indicates, then they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act pessimistic when times are good, and hopeful when times are bad.
  • Line 4 “All Neighbours Together”:
    Quest line: In a time of peace all social ranks are able to mingle freely and easily, those in authority will meet the common people in the market, even the opposition may meet in peace. If the Quester shows any sign of disrespecting others, whether trying to intimidate, impress or insult them will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are civil and respectful to those who are not your peers.
  • Line 5 “A Princess Marries”:
    Quest line: In times of peace social rank is less important, and this impacts the Quester directly, if they treat everyone as their equal then they will add a Success Level to their Test or Ordeal. If they treat anyone as their inferior or superior then it will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yang when you act modest and sincere, make a gesture of peace.
  • Line 6 “The Wall Falls”:
    Quest line: The defences have been breached, the peace has ended with a bang, this immediately increases the danger adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test
    Character Gain: Gain Yang when you communicate honestly with those closest to you.

(12). Stagnation

P’i, or Stagnation (sometimes called Standstill), is symbolic of a lack of development, an unwillingness to change. Tranquillity is the flow of water, the cycle of the heavens, but water separated from the flow, it dies, stagnates and drys.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: Stagnation Quests indicate a situation where progress with the Quest is not possible, this is often due to some balance of forces that is creating a stalemate, some internal situation that is creating a blockage (such as an incompetent authority, or active resistance from the status-quo), or a situation that has devolved into chaotic disorder where no progress is possible. Events conspire around the Quest to insure that the Quest cannot be fulfilled. Disorder and confusion are increasing, communications suffer, important people die, objects are lost and destroyed. Every successful action made by the Quester will add an additional Hurdle, Failure Level or Obstacle to the remaining Quest, even additional Ordeals or Tests may be added to keep the Quester busy. Only when the Hexagram has shifted may the Quest reach its own conclusion.

Quest Complete: The Quest that ends in the Stagnation Hexagram, through no fault of the Quester, no matter how well they performed the Quest, is no longer completable by the Quester and they cannot return home triumphantly (or often at all). The object they sought may be a fake, or have been destroyed, the road home may have been blocked, ships may be diverted by the gods, the Quester may return to discover that their home lies in rubble, or the Quest-giver lies dead.

Gains: Gain Chi and Stress whenever you demonstrate inflexibility or an unwillingness to change or grow.

Unchanging Edge: Whenever you Draw cards you may give up one card, and receive Tao Sway equal to the card’s cost (Red cards Yang, Black cards Yin).
Changing Lines
  • Line 1 “Entangled Roots”:
    Quest line: It should become obvious to the Quester and any authority (including the Quest-giver) that the Quest has become impossible to complete, this may be because the target has already been destroyed, making capturing it impossible, or it may simply be that a current situation imposes too many additional complications to proceed right now. The only sensible course of action for the Quester is to withdrawal, abandoning the Quest at this time. Any other action will add Failure Levels, Hurdles or Obstacles to the Quester's Tests or Ordeals.
    Character Gain: Gain Yang when someone nearby gains Yin.
  • Line 2 “Bear & Endure”:
    Quest line: The Quester finds themselves personally stymied by the situation. Perhaps the powerful authorities are unwilling to make the concessions the Quester needs, or they simply refuse at this time to acknowledge the Quester's existence. Worse yet, the Quester has already invested time, money and effort into the preparations for the Quest, and this creates a sunk cost situation. All attempts at flattery or social interactions with these authorities are doom to failure (adding at least one Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test with each attempt), the only way forward for the Quester is to accept the sacrifice of the sunk cost and withdrawal for now.
    Character Gain: Gain Yang when you are obedient and respectful, or personally suffer.
  • Line 3 “Bear Shame”:
    Quest line: The Quest includes a character (usually the Quester) who via the Peter Principle has been promoted within their hierarchy to a job that they are not well suited for, whether by skill competence or attitudes such as fairness. A specific situation usually occurs that draws attention to the character's failings, exemplifying their incompetence or unfairness, which often causes a public humiliation. If the character in this situation feels shamed (perhaps by the actions of the Quester) and begins to change their behaviour then progress may be possible, else add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you act ashamed, guilty or regretful.
  • Line 4 “Higher Purpose”:
    Quest line: The stagnation is ending now, there are signs that progress may be possible. This is reliant upon the Quester now taking control of the situation to further the Quest. If the Quester demands progress, trying to force the issue forward they will create resentment and further discord that will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, but true leadership, by getting in and fixing the problems, will allow the Quester to add a Success Level instead.
    Character Gain: Gain Yin when you try to communicate with, or exert, authority.
  • Line 5 “What If It Should Fail?”:
    Quest line: The stagnation is ending, chaos receding, and order begins to reassert itself on the Quest. However, this transition is precarious and dangers may appear at any time from any quarter. Progress can be made, with caution, but any action without caution (leaping without looking, not checking for traps, not checking the weather report, etc) will add an Obstacle, Hurdle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are cautious, or fail.
  • Line 6 “Dam-buster”:
    Quest line: The stagnation is coming to an end, but this is not a gradual release, but a sudden explosive ending. Assistance will arrive for the Quester that sweeps the obstacles aside with a single action, this is like a bomb hitting a dam, sudden and fierce.
    Character Gain: Gain Yin when you act to break or unsettle the status-quo, end stagnation, clean up, or fix something.

(13). Fellowship

T’ung Jen, or Fellowship, is symbolic of friendship, social circles and situations, and how we all interact with each other. We are nothing more than connections, social connections, neural connections, memeplexes. Find out who others are and you learn more about yourself.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Fellowship Quest is well known, where one man (or hobbit) would fail a fellowship may succeed. The Quester in this situation finds himself surrounded by allies, and support, that are needed to complete the Quest. In fact, one could argue that the Quester is a Pact during a Fellowship Quest, and each member will have their own Test or Ordeal that they must bring the entire Fellowship through. Attempts to work alone, in private or in secret, during a Fellowship Quest will generate additional Hurdles, Obstacles or Failure Levels. The Quest will be as much about maintaining the Fellowship as their Quest goal.

Quest Complete: The Quest that ends with a Fellowship Hexagram creates a great friendship, bonding the Quester and those they met during their Quest (often the companions, or an authority) into friendship that will outlast the Quest and go on for a lifetime.

Gains: Gain Chi when you ask any Character about their feelings, or how they are doing.
Gain Stress when they tell you their problems.

Unchanging Edge: Anyone you co-operate with gains +1 Success Level to all actions.
Changing Lines
  • Line 1 “Fellowship at the Gate”:
    Quest line: The group must bond together and learn enough of each other to at least decide a marching order and some sense of leadership or mutual respect. This requires openness and honesty from each member as to their ability and skills, those who keep secrets or mislead the others will weaken the fellowship and add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you tell the whole truth, keep no secrets, or find mutual interests with others.
  • Line 2 “Clique”:
    Quest line: The fellowship, as it stands, is too small or too focused in some way that adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester can recruit more members, that also increase the diversity of the group with regard to the “too focused” factor then they can add a Success Level instead.
    Character Gain: Gain Yang when you act shy, do not introduce yourself to strangers, or talk to people you know.
  • Line 3 “Hidden Weapons”:
    Quest line: There are members of the fellowship that do not trust other members, often due to a difference of goals, morals or culture. This causes suspicion and disharmony in the Fellowship that will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are suspicious of others.
  • Line 4 “Climbing a Wall”:
    Quest line: A member of the fellowship (often the Quester) will become aware of disharmony in the group, even if there is none. This can indicate that the internal strife in the fellowship has been addressed, but if there is no internal strife these accusations will create them. This will add an additional Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, however the fellowship that confronts these difficulties will be united and harmonious afterwards.
    Character Gain: Gain Yin when you discuss, or set, boundaries, expectations or roles.
  • Line 5 “People Cry Then Laugh”:
    Quest line: One in the fellowship (often the Quester) feels isolated from the rest of the fellowship, unvalued and ignored, which may add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. This is not a correct assessment though, and if the character is reassured by the fellowship or companions as to their worth then this will remove the Failure Level, Hurdle or Obstacle that was added. If the character is assured that they are valued, but not for the reasons they expected (perhaps the warrior is valued for their sense of humour, or pragmatic stoicism, not their fighting prowess) then this will instead add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yin when you or someone nearby laughs or cries.
  • Line 6 “Fellowship Beyond the City”:
    Quest line: The fellowship is splintered into different factions, which are often physically and socially separated. This adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the fellowship realise they are fragmented, and try to find common ground with their other factions, and communicate with their greater community and between factions, then they can instead add a Success Level.
    Character Gain: Gain Yin when you find common ground with another, or communicate over a distance.

(14). Possessing Plenty

Ta Yu, Possessing Plenty (or Great Possessing), is a pinnacle, a moment to shine. You are part of the universe, a guest within itself, as such you can achieve all your goals when they are sync with your host.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: During the Possessing Plenty Quest all Difficulties are calculated at high power (making them easier), everything is easier, Stakes are lower and Tensions do not rise as high as one might expect. However, any act of selfishness or prideful behaviour by the Quester will add additional Hurdles, Obstacle or Failure Levels to the Quest.

Quest Complete: A great reward accompanies the completion of the Quest. This is usually a huge Gain for the Quester.

Gains: Gain Chi when you act optimitic, trust another Character, or hope for the best.
Gain Stress if you find you do not have something you need.

Unchanging Edge: When you give Sway, Chi, Yarn, or Twists to another they receive double the amount you lose.
Changing Lines
  • Line 1 “Releasing Harm”:
    Quest line: If the Quester does not state a possible way the Quest may fail it will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. If they can catalogue every possible way the Test or Ordeal could go wrong (in the Referee's opinion) then they may add a Success Level instead (although note the number of possible failures increase dramatically in magical situations and sci-fi/fantasy/horror genres.
    Character Gain: Gain Yin when you mention possible things that might go wrong.
  • Line 2 “A Wagon Arrives”:
    Quest line: The Quester receives some wealth, often in the form of equipment Descendants. If the Quester hoards this wealth to themselves then it will quickly create resentment, jealousy and conflict adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is quick to share this wealth, lending useful Descendants to their companions (and others that need help) then this will add a Success Level instead.
    Character Gain: Gain Yin when you lend your, or give others, Descendants.
  • Line 3 “A Prince Among Folk”:
    Quest line: The Quester should be shown some poverty that even their small riches could alleviate. If the Quester is generous and charitable (giving freely of Chi, Sway or Descendants to help) then they will be rewarded with loyalty, friendship and even additional wealth. Failure to be generous will cost the Quester somehow, often in lost alliances, thefts, or by adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you are generous, giving others Descendants, Chi, Sway or advice.
  • Line 4 “Different To Your Neighbours”:
    Quest line: The Quester is shown that they (and their companions) are different to their “neighbours”, usually discovering that the “neighbours” are very rich and powerful in comparison. These rich neighbours create difficulties for the Quester, adding Hurdles, Obstacles or Failure Levels to their Ordeal or Test as they are caught between this rich neighbours arguments and conflicts. If the Quester can keep centred, avoiding envy and greed, and not get drawn into an open conflict with either neighbour, then they may add a Success Level instead.
    Character Gain: Gain Yang when you avoid envying others, and do not strive to match them.
  • Line 5 “Accessible Truth”:
    Quest line: The Quester who is open and honest, and who stays dignified will add a Success Level to their Ordeal or Test. If the Quester lies, hides, threatens or uses force this will add an Obstacle, Hurdle, or Failure Level instead.
    Character Gain: Gain Yang when you are truthful or dignified.
  • Line 6 “Blessings From Heaven”:
    Quest line: The Quester is currently blessed, adding a Success Level to their Ordeal or Test, but if they act in an immodest, bragging or selfish manner then this will instead add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when you are modest, humble, or truthful.

(15). Humility

Qiān, Humility (or Authenticity or Modesty), is symbolic of balance, justice and reaction. Everything that we do has consequences, and this Hexagram reminds us of that.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Quest of Humility insists that the Quester learns humility to complete the Quest. They may have to abase themselves, submit to a greater authority, or simply demonstrate that they are free from arrogance and pride. Arrogance and Pride of any sort will instantly add Hurdles, Obstacle or Failure Levels, but so will avoiding speaking out against the same in others.

Quest Complete: The Quest that finishes with the Humility Hexagram is over, but the Quester will be treated poorly, as though their contributions were minimal. If the Quester accepts this treatment without complaint then they will be greater respected by those in authority and their allies.

Gains: Gain Chi when you speak or act with authenticity or humility.
Gain Stress if another Character is humble before you.

Unchanging Edge: Pass or Failure can never be more than complete (no superior passes or serious failures, no modified Success Levels may affect you).
Changing Lines
  • Line 1 “Authentic Modesty”:
    Quest line: The Quester is in a dangerous situation, made more dangerous (adding a Hurdle, Obstacle or Failure Level to their Quest or Test) every time the Quester acts without sincerity or from ego with self-serving or immodest actions, demands or concerns. If the Quester can be sincerely modest about their own abilities and position in the Quest then they may instead add a Success Level.
    Character Gain: Gain Yang when you agree with another or keep a secret.
  • Line 2 “Make Humble Gestures”:
    Quest line: The Quester will be judged, according to their modesty, fairness and sincerity (or their lack thereof) by those around them (companions, bystanders, authorities, etc). Each action they have taken, or speech that they have made, that shows signs of pride, arrogance, bias or any desire beyond the needs of the Quest, will add a Failure Level, Obstacle or Hurdle to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you are non-threatening or show humility in your actions (bowing, kow-towing etc).
  • Line 3 “Modesty is Required”:
    Quest line: Great actions, such as those made by a Quester, draw attention from others around. This attention can be distracting, and feed the ego of the Quester, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If however, the Quester can maintain their focus on their goal, and rise above the ego stroking of their companions, authorities and even the opposition then they can add a Success Level instead.
    Character Gain: Gain Yin when you are modest or determined.
  • Line 4 “Modest Action”:
    Quest line: The Quest that the Quester has taken on is theirs, they have been selected for it, and tasked with this Quest, so if the Quester tries to use modesty to get out of the Quest (e.g. “I am not worthy of this Quest”) then that will add a Failure Level, Hurdle or Obstacle to the Questers Test or Ordeal. This can also play out as the Quester appearing to be tempted away from the Quest by external forces (perhaps a desperate soul asks them for help, or some authority invites them away), this appears to be a distraction from the Quest, but if they do what needs to be done (helping those in need, taking time to speak with the authority) it turns out (often by coincidence, synchronicity, or the help of those they helped) to be essential somehow.
    Character Gain: Gain Yang when you take action or recognise another's contributions.
  • Line 5 “Not Getting What You Need”:
    Quest line: The Quester is tasked to perform some activity that they cannot yet complete (such as defeating a powerful foe, casting a spell they do not know, or using equipment they do not own), which adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester can find someone to teach them how to complete this task (or better yet that they can command to perform the task) and do not boast during this recruitment, instruction or commanding then they can add a Success Level instead.
    Character Gain: Gain Yang when you are authoritative, ask for advice, or take what you need.
  • Line 6 “Modest Expression”:
    Quest line: Difficulties and dangers arise often between the Quester and a companion, adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. If the Quester tries to blame this companion for these difficulties, or displays a lack of humility, failure in duty, pride, arrogance or a triggered hitch in some cases (such as fear or self-pity), then this will add another Hurdle, Obstacle or Failure Level. If instead, the Quester is modest and faces these difficulties with courage, and shows respect for their companion, then they will add a Success Level instead.
    Character Gain: Gain Yang when you role-play a hitch (or one is invoked)

(16). Enthusiasm

Yu, Enthusiasm, is believed to be the energy of the gods. The Forces of Heaven expressing in mankind. It is the burst of Spring growth, the rush of the river downstream, the inspiration of the artist. However, Enthusiasm can lead one astray, be careful that you enthuse about the possible, not some unachievable fantasy.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Quest of Enthusiasm will gain momentum and popular support as the Quest progresses. The Quester's own enthusiasm for the Quest will be contagious to other Characters, perhaps even among the Opposition who will admire the Quester and their enthusiasm. The Quester will find that as long as they remain enthusiastic about their goals things will be easier. Pessimism or defeatism however will create Hurdles, Obstacles or Failure Levels for the Quester.

Quest Complete: The Quest that finishes with the Enthusiasm Hexagram indicates that the Quester now finds that everyone who hears about this Quest will have enthusiasm both for the Quest and the Quester. Many will agree to help with their next undertaking, and if this opportunity is seized, new contacts and companions are made, new friendships and new alliances forged.

Gains: Gain Chi when you speak or act with enthusiasm.
Gain Stress when you are enthusiastic about something that is impossible or unobtainable to you.

Unchanging Edge: When you, or others with you, are enthusiastic you may all add +1 Success Level.
Changing Lines
  • Line 1 “Boasting”:
    Quest line: If the Quester is boastful or arrogant, proclaiming their satisfaction, pleasure or own proficiency, especially towards their companions, then this can drive a wedge between them, causing the companions to distance themselves from the Quester and inevitably adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is not themselves boastful then one of their companions, supporters or allies will become boastful instead, and the Quester must distance themselves from them to avoid the additional Failure Level, Hurdle or Obstacle added.
    Character Gain: Gain Yang when you boast.
  • Line 2 “Tempered Enthusiasm”:
    Quest line: The Quester discovers that they have been enthusiastic about something that isn't entirely realistic, as now they are faced with dose of reality. It may be that the Quest has some fantastic steps (such as bridling a unicorn), or more likely that the Quest itself is impossible, or nearly so, at least with their current abilities and equipment, this immediately adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Sometimes the Quester will have to realise that the fantastical instructions are allegorical or symbolic in nature, other times they will involve magical or supernatural forces, depending upon the genre. If the Quester can temper their enthusiasm when faced with reality, but still hope to succeed somehow, then they may add a Success Level instead.
    Character Gain: Gain Yang when you temper enthusiasm in yourself, or others, with a dose of reality.
  • Line 3 “Supported Enthusiasm”:
    Quest line: Some one with authority or power notices the Quester and their enthusiasm, and tries to recruit them to their cause, offering support in return. The Quester should not be led astray or swayed by this offer as it will add Hurdles, Obstacles or Failure Levels to their own Ordeal or Test, but if they reject this recruitment, and the offer at this time, then the support may come later automatically adding a Success Level instead.
    Character Gain: Gain Yang when you are supported by others, or if you hesitate to seek support.
  • Line 4 “Enthusiasm Without Doubt”:
    Quest line: Someone (usually a companion or bystander) will demonstrate enthusiasm for something beyond the Quest, and ask the Quester for support in this endeavour. If the Quester supports this enthusiast in anyway (financially, vocally, militarily, physically or socially) then they will support the Quester back, becoming a companion if they are not, and adding a Success Level to the Quester's Ordeal or Test, if they do not offer any kind of support then this may hurt the relationship, or the lack of support will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when you support another, or display confidence, or trust, in another.
  • Line 5 “Ill, But Undying”:
    Quest line: The Quester suffers an illness, injury, or social isolation, this may occur naturally through play, or be pressed on the Quester by the Quest as need be (unsoakable wounds or similar). If they press on through this situation they will be fine, adding a Success Level to both the Quester's Ordeal or Test and their later attempts to heal or repair this damage. However, trying to rectify this situation (by seeking healing, medicine or company) before the Quest is complete will add an additional Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you are attacked, or have a Wound change state (aggravate, treated, stabilised, etc).
  • Line 6 “False Enthusiasm”:
    Quest line: Someone in the Quest, whether the Quester or one of the companions is being deluded by enthusiasm. Often this is the Quester being blinded by their own enthusiasm to the fact that one or more of their companions is not as enthusiastic as they think, but occasionally it is the Quester themselves who are suffering false enthusiasm, although usually in these cases it is over-enthusiasm that causes the Quester to overstep some line or law. Either way this false enthusiasm will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you dwell on the past, believe the fantastic, are quixotic, or act deluded or drunk.

(17). Following

Sui, Following, tells us to follow others, only through duty, and enthusiastic following, do we learn to be leaders ourselves.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Following Quest indicates that this Quest has been attempted before, perhaps the current Quest-giver once tried to perform the Quest in his younger days, or more likely sent a previous Quester upon the Quest. There may be a map, guide, warning signs, or occasionally a member of the original team, which allows for much more careful preparations this time, and many Obstacles may already be disabled, conversely the original attempt will have created new Obstacles by their actions that won't be noted in the original notes.

Quest Complete: When a Quest ends in the Following Hexagram, no matter how well the Quest went, now is the time to follow orders and do your duties. A figure of authority may arrive to assume command, or the Quester may simply return to their home and normal responsibilities.

Gains: Gain Chi when you follow another, their orders, tracks, or advice.
Gain Stress when you others ask you for advice.

Unchanging Edge: +1 Success Level if following orders.
Changing Lines
  • Line 1 “The Changed Mind”:
    Quest line: The Quester has had some wrong idea about the Quest, and this is realised now, this discovery usually includes adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test as they realise that they have prepared incorrectly, something has changed, or some companion is not the person the Quester thought they were (or does not actually have the skills they are renowned for. If the Quester can find and listen to a new opinion, then this new idea may grant them a Success Level instead.
    Character Gain: Gain Yin when you ask another for advice, discuss options with others, or change your mind.
  • Line 2 “Naive Following”:
    Quest line: The companions becomes aware that the Quester has misled or lied to them about the nature of the Quest. This may be the fault of the Quester, or more likely is due to incomplete or out of date information, or the Quester being lied to by the Quest-giver, but it always adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester must find out the whole truth (both about the Quest and how they misled them) and share it quickly with the companions, to instead add a Success Level as they all agree to help again.
    Character Gain: Gain Yang when you follow another that you probably shouldn’t.
  • Line 3 “Following Reason”:
    Quest line: The Quester should be presented with a choice, two ways of proceeding, one in line with their goals and ethos that has an additional Hurdle, Failure Level or Obstacles, and another that they should have some logical, ethical or moral objection to, but seems simpler and easier. If the Quester seeks out someone more wise than them to help them choose they will instead add a Success Level (and usually suggest a third way that has bends, but does not break the ethics and goals).
    Character Gain: Gain Yang when you apply logic and reason to decisions.
  • Line 4 “Following Flattery”:
    Quest line: The Quester will be approached by thankful bystanders, including characters who are old guard, agents of chaos, opponents, agents of change, etc, who will flatter and compliment the Quester, but also are not useful and add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test. However if the Quester can ignore the compliments, remain grounded and remove these not useful characters from their companions then they can add a Success Level instead.
    Character Gain: Gain Yin when you are complimented, praised or congratulated, or you compliment, praise, or congratulate yourself.
  • Line 5 “Confident Following”:
    Quest line: If the Quester is able to do something that might get them praised by some authority, such as demonstrating leadership, intelligence, quick-thinking, good-humour, or a decisive nature, then they will be praised, this increases their social standing (+1 Social Ordeal Level) at least for a while, and adds a Success Level to their Ordeal or Test.
    Character Gain: Gain Yin when you make any decision and are confident that it is the right choice.
  • Line 6 “Wise Following”:
    Quest line: The Quester is approached by a character who either needs or offers help. If the Quester asks for help the character will offer it, adding a Success Level to their Test or Ordeal. If the character asks for help from the Quester, and the Quester helps them, then they will add a Success Level to the Quester's Test or Ordeal. However, if the Quester does not ask or offer help then this will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test instead.
    Character Gain: Gain Yang when you offer another advice, or opinion.

(18). Working Through

Ku, Working Through (sometimes known as Decay, Corruption or Restoration), is symbolic of how unless we constantly work, cleaning, mending and improving things then they will collapse into ruin.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: Working Through indicates a Quest that is in a lot worse state than it first seems, decay and corruption complicate the Quest at every turn. It may indicate that the Quester is ill, perhaps poisoned or gravely injured, or that corruption and criminality surround the Quester, even amongst their allies, friends and family. Working Through can also indicate that a situation, relationship, vehicle, piece of equipment or a building (often the target of the Quest) must be rebuilt or repaired after years of neglect. All this may add Hurdles, Failure Levels, or Obstacles to the Quest, or even new Hitches to Quester.

Quest Complete: The Quest that ends with the Working Through Hexagram ends with profound corruption, or criminality, even amongst the highest authorities. This stops those who have done wrong from being punished, and may even punish the innocent (including the Quester) to hide the crimes of those in authority.

Gains: Gain Chi when you clean, weed a garden, root out corruption, repair damage or heal wounds.
Gain Stress when you realise that the corruption, dirt, damage or wound is too much for you to fix alone.

Unchanging Edge: When working with damage or Wounds of any kind you may add +1 Success Level.
Changing Lines
  • Line 1 “Sins of the Father”:
    Quest line: The Quest is complicated (adding a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test) by a decay caused either by a rigid adherence to tradition, or a direct connection to the past that connects the Quester (perhaps a predecessor in the same role, previous owner, or the Quester's own ancestor) as some people will blame the Quester, and even seek revenge against them, for the deeds of others. But if the Quester can find some novel approach or solution, and is dedicated to making the change (and even willing to face danger from those who hate them) then they can add a Success Level instead.
    Character Gain: Gain Yang when you try to modernise, update or replace a tradition, out-of-date practice, or unhelpful rule.
  • Line 2 “Ways of the Mother”:
    Quest line: The Quester is faced with some decay that was caused in the past and made through weakness, this may be political (or social) fallout from something that happened in the Quester's past, perhaps due literally to their mother (such as some doubt as to their identity or parentage), but more likely negative gossip, such as the Quester gaining a reputation as gullible, fearful, miserly, or foolish. Regardless of the source the decay adds a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal, unless the Quester can through tact, diplomacy and patience stop this from happening again.
    Character Gain: Gain Yin when you use tact, diplomacy, sensitivity, or patience.
  • Line 3 “Mistakes of the Past”:
    Quest line: The Quester is accused either of old crimes, or of being the descendant of a criminal, there may be truth to these claims or not, but it will be handled best by an apology and if possible an explanation to those harmed, otherwise there will be additional Hurdles, Obstacles or Failure Levels for each wrong uncorrected on the Quester's Ordeal or Test.
    Character Gain: Gain Yin when you are repentant, sorry, or you break traditions, practices or rules.
  • Line 4 “Way of the Ancestors”:
    Quest line: The Quester must root out the corruption around them, but they are too weak to do it alone. They may try calling in some help, but this will still add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester does nothing, letting the decay run its course (assuming there is time) then the corrupt parties will turn upon one another, and eventually the Quester may add a Success Level instead.
    Character Gain: Gain Yang when you act in accordance with tradition, normal practices, and within the rules.
  • Line 5 “Sins of the Ancestors”:
    Quest line: The Quester must root out the corruption around them (even among their companions), but they are too weak (or embarrassed) to do it alone. This will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester gets help, from beyond their companions usually from a Law-Enforcer or Old-guard character then they will instead add a Success Level.
    Character Gain: Gain Yang when you accept responsibility or focus on the past.
  • Line 6 “Kings & Princes”:
    Quest line: The Quester that ignores the corruption around them and their past, and focuses instead on moving on and advancing toward the future will have an easier time than those who try to root it out. Trying to root out the corruption will add additional Failure Levels, Hurdles or Obstacles to the Quester's Test or Ordeal. Ignoring the decay and corruption and focusing on the future will instead add a Success Level.
    Character Gain: Gain Yin when you focus on the future (and not the past).

(19). Advance

Lin, Advance (or Nearing or Approach), symbolises the need to advance or approach others. Helping and guiding those who surround us allows all of us to reach our goals.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Advance Quest is easy, everything is favourable to the Quest and Quester right now (difficulties will be calculated as high-power). The only way this could turn around on the Quester is if they forget this good fortune will not continue forever and do not make plans for their inevitable change in fortune.

Quest Complete: When the Quest ends in the Advance Hexagram then the end of the Quest should coincide with some dramatic change, such as the beginning of spring, the sun setting, or the end of the rain. This is a purely coincidental cosmetic effect, that will sometimes be mistaken for some synchronicity or nefarious planning. Otherwise the Hexagram has no effect upon the Quest.

Gains: Gain Yin when you offer advice, teaching or wisdom.
Gain Stress when someone is doing something dangerous, foolish or unwise, in your opinion.

Unchanging Edge: When you play cards to complete Ordeal Stages, or bypass Obstacles, you may take others with you by paying the additional targets Sway cost for the number of followers.
Changing Lines
  • Line 1 “Joint Approach”:
    Quest line: If the Quester is working alone, without help from companions or allies it will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test each time.
    Character Gain: Gain Yin when you succeed with others, explain something, or are sensitive to others emotions.
  • Line 2 “Sincere Advance”:
    Quest line: If the Quester has company and has spoken truthfully with their companions, they will gain a Success Level on their Test or Ordeal. If they have lied or misled their companions then they will add a Failure Level, Hurdle or Obstacles.
    Character Gain: Gain Yin when you sincerely discuss any issue with others.
  • Line 3 “Comfort Does Not Advance”:
    Quest line: Things are going well, but this is itself a reason for caution, as the situation offers the Quester distractions and comfortable reasons to relax. If the Quester becomes complacent, easy-going or careless about their Quest then this will automatically add an Obstacle, Hurdle or Failure Level to their Ordeal or Test each time. If the Quester takes their responsibility seriously and makes deliberate action to further their Quest despite how well things are already going, then this will instead add a Success Level.
    Character Gain: Gain Yang when you point out uncomfortable truths to others, or fail.
  • Line 4 “Complete Advance”:
    Quest line: Somehow the Quester has access to the ear of someone with some social standing or power (often an authority). This gives the Quester an opportunity, if they are supportive of this authority, or ask them questions about their previous mistakes then this will add a Success Level to the Quester's Ordeal or Test as they are accepted by this person who may even become a companion or ally. However, if the Quester does not display the proper respect to this person (couching questions in the appropriate manner), or is not supportive, then this will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test instead.
    Character Gain: Gain Yang when you are supportive of others, or ask searching questions.
  • Line 5 “Wise Advance”:
    Quest line: The Quest includes a Test or Ordeal that is currently beyond the abilities of the Quester, that is revealed to the Quester now. The Quester should take time to seek out companions, employees, or allies with the appropriate expertise for this Test or Ordeal. If the Quester does not recruit the appropriate experts (or having hired them ignores their advice or worse yet micromanages them) then this will add a Failure Level, Hurdle or Obstacle to the already difficult Test or Ordeal. If the Quester recruits an expert that they allow to complete the Test or Ordeal with their expertise this will add a Success Level instead.
    Character Gain: Gain Yang when you learn something about another, or someone you advised succeeds.
  • Line 6 “A Sage Advance”:
    Quest line: The situation ahead is complicated and requires some specialist wisdom or insight from a retired expert. Without assistance from this particular reclusive sage the Quester must add a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The assistance of this sage is often difficult to win, requiring some additional Test or Ordeal from the Quester to prove their worth, although occasionally simply being generous to the old beggar on the mountain or having their patience tested by the old, big-eared, three-toed, green creature that lives in the swamp is enough. However, if the Quester impresses the sage enough to guide or help them, they will have much larger plans for the Quester than the current Quest, and may take on a Mentor or Quest-giver role for another Quest or Story.
    Character Gain: Gain Yang when you are generous, put another’s needs before your own, or show you are big-hearted.

(20). Contemplation

Kuan, Contemplation (or Observing or View), is the hexagram of thought and thinking. Acting without thought can often make things worse, but contemplation without action is worthless.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Contemplation Quest is one filled with questions, puzzles, plans and mysteries. Sometimes Contemplation will include elements of the supernatural, even when the genre would not usually permit it, though these elements may be ambiguous or unexplained. The Contemplation Quest is often the Quest that forces a Grunt Character to become a Hero, and a Hero to become a Yarn-Teller, although this is not guaranteed. To an Ordeal Contemplation adds Questions, Hurdles and Obstacles, to a Test it adds Questions and Failure Levels.

Quest Complete: The Quest that ends in the Contemplation Hexagram leaves the Quester and companions philosophical. In closing the Quest at least one Question is asked, often a thematic question, such as “What does this story say about humanity?”.

Gains: Gain Chi when you observe, learn, study or plan.
Gain Stress when you act without thinking, or abandon a plan that might have worked.

Unchanging Edge: You may once per Scene ask the Ref one yes/no Question that they must answer truthfully.
Changing Lines
  • Line 1 “Childish Contemplation”:
    Quest line: There is at least one Question added to the Quester's Test or Ordeal, but this Question is usually something simple and easily answered. If the Quester fails to answer this simple question, or worse pushes beyond it to deeper questions before finding the answer, this will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal as well.
    Character Gain: Gain Yang when you ask simple, surface level questions, act as though you do not understand, or act as though you are embarrassed by your lack of understanding.
  • Line 2 “Door-crack Contemplation”:
    Quest line: The Quester is offered only limited information, such as the view through a door crack, or one side of a conversation. There is ambiguity that could relate to the Quester or to another. If the Quester feels the information relates to (or concerns) them, then add additional Questions, Hurdles, Obstacle or Failure Levels to the Ordeal or Test.
    Character Gain: Gain Yang when you watch or spy on others, or when you demonstrate a lack of empathy, or relate everything to yourself.
  • Line 3 “Deep Thinker”:
    Quest line: The Quester reaches a decision point, on one hand they are offered a chance to continue the Quest, but shown that it will have a negative impact on others (usually injurious or hitch adding to bystanders), there may be an option that has no negative impacts on others, but will be much harder or more difficult for the Quester (additional Hurdles, Obstacles or Failure Levels), or they may choose a way that appears to be quitting the Quest. Often these options as presented are not what they appear, and quitting might be the easiest way to continue the Quest, and the way that seems it might harm others only harms the Quester.
    Character Gain: Gain Yang when you describe the options of a choice, or display concern for how your behaviour makes you appear to others.
  • Line 4 “Contemplate The Kingdom”:
    Quest line: The Quester may notice something amiss, some cruelty or injustice that has been exposed to them by the Quest, or some failing in an organization or business. If they speak to an authority (the king, a vizier, a manager or the owner of the business) about the fault they have seen they will be rewarded, usually with assistance on their Ordeal or Test that adds a Success Level, failure to speak will add additional Questions, Hurdles, Obstacles or Failure Levels.
    Character Gain: Gain Yang when you notice how your actions affect others, or act for the benefit of the majority.
  • Line 5 “Introspective Contemplation”:
    Quest line: The Quest should push the Quester to self-examination. Can they justify the actions they are taking to complete the Quest, and the costs of these actions (such as the impact on their companions, bystanders, or the economy)? Sometimes an authority or mentor will directly ask these questions of the Quester, although sometimes situations will cause them to ask them themselves. Failure to contemplate the results of their actions at all will add additional Questions, Failure Levels, Hurdles or Obstacles to their Test or Ordeal.
    Character Gain: Gain Yin when you are introspective, thinking about your life, and your problems.
  • Line 6 “Contemplate Life”:
    Quest line: The Quester, through deep contemplation, psychic exploration, meditation, psychonautic/pharmacological antics, or spiritual practices, experiences “ego-death”, or psychological death and rebirth, a complete transcendence of “self” and an hallucinatory experience or vision that offers some light on the situation the Quester finds themselves in. This will often result in a new Alt being added to the Quester character, or the coalescence of two Alts within the character, as they expand their psyche significantly.
    Character Gain: Gain Yin when you talk about the past, history or lessons learned.

(21). Biting Through

Shi Ho, Biting Through (or just Biting or sometimes Gnawing or Justice), is symbolic of breaking down, gnawing through an obstruction in the way. It can mean a discussion, chewing over the facts, a criminal trial, or breaking through a social or communication barrier. It is a business lunch, or a family dinner, that moves one forwards, not eating alone.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Biting Through Quest has many Obstacles and is usually a mostly Ordeal based Quest. Biting Through is best represented as a trial (usually judicial but whether criminal, political, spiritual or scientific will depend upon the Story, genre, etc), where arguments and evidence that are presented add Obstacles, Hurdles, Questions and Failure Levels to the other side of the trial. This is a Quest that has a very active and intelligent Opposition, at least the equal of the Quester in some way, and often superior in terms of temporal power and authority. Often all Character types will be represented in the Quest. The Quester may be the judge, a suspect or a lawyer in the case as need be.

Quest Complete: The Quest that ends with the Biting Through Hexagram has some new and additional Ordeal with Obstacles that follows the Quest. This often represents some difficulty upon returning to their home and normal life after the Quest, either literally or metaphorically, although it can represent some penalty for the Quester if they have broken laws during their Quest, or some final judgement they must exact upon another character.

Gains: Gain Chi when you find, point out, explain, discuss, or remove an obstacle.
Gain Stress when you must be dishonest or cruel.

Unchanging Edge: You automatically add your Incarna Score (Boon Reduced) to any Ordeal Card’s Pips that you play on an Obstacle.
Changing Lines
  • Line 1 “Bound Over”:
    Quest line: The Quest is not about a great crime, but some minor transgression. If the Quester is the judge then they must not be too harsh in their punishment, or they will add a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is not the judge then they may have been found guilty of some minor transgression, they should face the punishment (probably paying a minor fine, bail arrangement, or social punishment) or they will add a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you are caught doing some minor transgression, show remorse, or try or pretend to reform.
  • Line 2 “Burying Your Face”:
    Quest line: The Quest is complicated by emotional concerns. If the Quester loses their temper, whether as judge, defendant or counsel it will add a Question, Hurdle, Obstacle, or Failure Level to their Ordeal or Test. However, if the Quester shows shame or regret, for either this loss of temper or for their crime then that will add a Success Level to their Ordeal or Test, and add a Question, Hurdle, Obstacle or Failure Level to the opposition's Ordeal or Test.
    Character Gain: Gain Yang when you are severe, harsh or just plain nasty, or show shame or regret.
  • Line 3 “Biting Through History”:
    Quest line: The Quester is drawn into an old grievance between two parties. This is a poison chalice to drink from, and the Quester will find their situation complicated by it, adding a Question, Hurdle, Obstacle or Failure Level to their Ordeal or Test. Even if the guilty party is found (which is unlikely) then this will only create greater resentment, though the punishment is necessary and inevitable.
    Character Gain: Gain Yang when you ignore history, and repeat mistakes.
  • Line 4 “Biting The Arrow”:
    Quest line: The Quester faces great danger, or a powerful, but guilty, individual. If they press on, without fear, despite the threat of raised Stakes then they will gain a Success Level on their Test or Ordeal, withdrawal from this danger will compound these difficulties raising the Stakes and adding an additional Question, Failure Level, Hurdle, or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when your enemy is winning, you are injured, or you are punished.
  • Line 5 “Biting The Bullet”:
    Quest line: The suspect is obviously guilty (according to the evidence, the facts may vary), but the situation is undoubtedly complicated. The Quest always adds a Question, Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, to signify the difficulties and dangers of this trial. The judge of this case must be responsible, and impartial or they will add an additional Question, Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test (especially if the Quester is the Judge).
    Character Gain: Gain Yang when you face danger, pain, or triggering a Hitch, and do not retreat or back down.
  • Line 6 “Bound In Stocks”:
    Quest line: The suspect is believed to be a hardened criminal, guilty of many crimes (although not necessarily the one being tried), suspected of many others, and generally unrepentant. Such a criminal cannot be corrected by punishment, and even trying adds Questions, Hurdles, Obstacles or Failure Levels to the Ordeal or Test of everyone involved.
    Character Gain: Gain Yin when you break rules, show arrogance, stubbornness or shamelessness.

(22). Adornment

Bi, Adornment (or Adorning Grace or Elegance), signifies the grace of acceptance. Accept what is given unto you. Drape yourself in fineries if that is what you have been given. But be careful that your adornments do not become a prison.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Adornment Quest is one concerned with grace, beauty, fashion and art. The aesthetics of the Quest are considered as important as the content in this Hexagram's Quests. The Adornment Quest calls for characters to dress up, the Quest might take place against a backdrop of a red carpet event, parade, an ambassadorial ball, a fashion week, an art exhibition, or a royal masquerade, as examples. There will often be Tests or Ordeals for aesthetics, politics, social situations, dancing and artistic expression, however any Test or Action that has no aesthetic or grace components will be affected by a Failure Level, Hurdle or Obstacle, so every shot fired, or punch thrown will complicate the Quest. Adornment Quests are usually fairly small affairs, unable to impact the world as a whole, although fashions may be changed by the Quest, this usually has limited impact upon the world at large.

Quest Complete: When the Quest ends in the Adornment Hexagram, the Quester is rewarded with a gift that adorns them in some way. This may be a medal (military, civil, or royal service awards), clothing (such as sashes, robes or a uniform), or a suit of ceremonial armour, as the Yarn-Teller and world finds appropriate. The Descendant gained usually has at least one Annex dedicated to “Looking Good”, “Tailored-fit” or a similar aesthetic annex.

Gains: Gain Chi when you are graceful, elegant, artistic, stylish, or aesthetic.
Gain Stress when your artistic merit is mistaken for something else, such as religion, crafts, education, wealth, or “breeding”.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to any action to do with grace, style, or beauty.
Changing Lines
  • Line 1 “Graceful Feet”:
    Quest line: The Quester is offered a choice between an easy way (riding in a carriage) or a harder way (walking). If they choose the easy way the next Test or Ordeal will have an additional Failure Level, Hurdle or Obstacle.
    Character Gain: Gain Yin when you take the hard or simpler option, such as walking instead of riding or driving.
  • Line 2 “Stroking The Beard”:
    Quest line: The Quest includes a situation where the Quester is reminded not to confuse form and function, or not to judge a book by its cover. If the Quester judges someone or something by appearance alone, or acts with vanity about their own appearance then this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you act thoughtful, or try to manipulate or please others.
  • Line 3 “Glistening Adornment”:
    Quest line: The Quester is offered finer things, better clothes, fine wines, and good foods, which can distract them from their Quest. If they accept these indulgences then they will add a Hurdle, Obstacle or Failure Level added to their Ordeal or Test.
    Character Gain: Gain Yin when you worry about everyday concerns, or do not take things at face value.
  • Line 4 “Simple Adornment”:
    Quest line: The Quester is offered indulgences, finery and riches. If they accept these riches then their Test or Ordeal will have an additional Failure Level, Obstacle or Hurdle added. If they ignore the offered indulgences and concentrate upon their Quest and otherwise living simply, then they will receive aid, often in the form of a supporter, or Success Level on their Test or Ordeal.
    Character Gain: Gain Yang when you worry about others, show concern or ignore threats.
  • Line 5 “Grace in Hills & Gardens”:
    Quest line: The Quester may be sickened by the opulence around them, or bothered by attention their beauty or fame has brought them, and may be tempted to flee or seek solitude. If they find a quiet place to hide then they will meet a potential friend, love interest, mentor or ally. If they seek to impress this character with riches and fashionable gifts they will be rejected and add a Hurdle, Obstacle, Question or Failure Level to their Ordeal or Test. If instead they imply that they cannot offer such gifts they will be accepted as the character does not value the adornments of the Quest, but honesty and sincere feelings. This will add a Success Level to the Quester's Ordeal or Test instead.
    Character Gain: Gain Yang when you act inferior, meek or insecure.
  • Line 6 “Simple Grace”:
    Quest line: If the Quester demonstrates physical and social graces, such as proper manners (including tolerance of different manners), then they will receive a Success Level on their Test or Ordeal. Failure to display appropriate manners, being insulting or intolerant, or being overly obsessive (especially vainly or about art or fashion) may even add a Hitch to the Quester moving forwards, and will always add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you accept others, dress down, hide, or do not reveal your full strength.

(23). Splitting Asunder

Po, Splitting Asunder (or Splitting Apart or Destruction), is the decay so that regeneration can occur. Just as a tree should be pruned to make room for new growth, so we sometimes grow stronger after we are harmed. It is time to shed the old habits and ways that held us back. It is the house on the verge of collapse, or the mountain broken into a fertile valley, by an earthquake.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: Splitting Asunder Quests are grim, nasty times where everyone seems to be turning against the Quester. It is during these Quests that times are dark, riots are rumoured in the streets of the capital, armies are on the march or even garrisoned in the town, foul weather, famine and plague haunt the land, and cloaked strangers gather in the corners of the inns, coughing weakly, and muttering words of plague, rebellion and revolt. There are enemies and potential enemies everywhere, and no one feels safe. Only a few merchants and mercenaries are making money and many people turn to crime, stealing what little food remains to survive. Suffice to say it is not a good time for Questing, with all difficulties treated as Low-Powered (making them much more difficult), Stakes are usually elevated so even Social encounters are Medium Stakes, and any Brawling is likely to have someone pull a deadly weapon and raise the Stakes to High or Extreme. There are always additional Hurdles, Obstacles or Failure Levels to every Test or Ordeal during the Splitting Asunder Quest, and even the Quester's Supporters, Allies and companions may leave them due to the rigours of the time. A wise person would not Quest now, but await better times, if they will ever come.

Quest Complete: When the Quest finishes to reveal the Splitting Asunder Hexagram then you are looking at some terrible cliffhanger event having occurred. This may be the Quester laying hands upon their prize, only to have the floor collapse beneath them, or they might hold the castle until dawn, but their reinforcements never arrive and they are captured by the enemy. It is usual to immediately begin this next Quest, perhaps with only a slight delay between sessions or chapters.

Gains: Gain Chi when you survive an attack, retreat before superior forces, spot a deception, or hold something in reserve for later.
Gain Stress when you realise you are deceived or betrayed, or when you have nothing left in reserve.

Unchanging Edge: You may once per Scene move Incarna Draw (Boon Double Reduced) Wounds from yourself to another character with a touch.
Changing Lines
  • Line 1 “The Leg of Bed Splits”:
    Quest line: Criminals and beggars are more common due to the times, and the Quester or their companions are affected by a minor example (a picked pocket, phone scam, tap-to-pay wi-fi hack, often where Sway or Chi is lost but no confrontation happens – although this can be enough to add a Hurdle, Obstacle, or Failure Level that could include a fight). Those loyal to authority, such as the law-enforcers, the old guard and perhaps the Quester themselves find themselves the subject of gossip and slander, and this may also complicate matters for the Quester (adding another Hurdle, Failure Level or Obstacle to the Test or Ordeal) if they become involved.
    Character Gain: Gain Yang when you wait, or change your mind.
  • Line 2 “Edge of Bed Splits”:
    Quest line: The Quester will find themselves isolated from some or all of their companions, adding an immediate Hurdle, Obstacle or Failure Level to their Ordeal or Test. This is usually the result of some danger or peril that threatens the Quester, but sometimes they are separated by capture, traps or a secret door. The Quester alone must face an Ordeal next, that will be at least High Stakes and will often include a fight against some low-life scum who may work for the Opposition, or just be down on their luck. This is usually an additional Ordeal and has no bearing on the Quest directly.
    Character Gain: Gain Yang when you are isolated or helpless, or when you ask a child for help or guidance.
  • Line 3 “Breaking Ties”:
    Quest line: The Quester will find themselves confronted by the dark forces in the Quest, be they criminals, invaders, agents of chaos, etc. If the Quester attacks them then the Quester will suffer additional Hurdles, Obstacles or Failure Levels in their Test or Ordeal, but if they can deal, treaty or reach an accord with these people then they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yang when you leave another, go your own way, stay still while others leave, or talk to your enemies.
  • Line 4 “Bed Splits Open”:
    Quest line: The Quester is injured, if they already have an injury then it is worse than suspected (and now begins to Fester), if they are not injured then they are injured in some accident or incident that takes place immediately after the last Test or Ordeal. The injury should be at least a Maiming Wound, and more often Hitch causing (Mortal+), the Yarn-Teller should use a card from their Hand or Pool to create an Unsoakable Wound. This Wound is immediately applied, if created by the changing line, or increases a present Wound to the new Level, as well as making it Fester.
    Character Gain: Gain Yang when you are being defeated, wounded, or are failing.
  • Line 5 “Shoal of Fish”:
    Quest line: The dark forces that plague the Quest undergo a change, this change usually brings them under the influence of an authority, occasionally even the Quester. This has an easing effect upon the Quest, adding a Success Level to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you do, or ask, a favour, or make a sacrifice.
  • Line 6 “The Highest Fruit Uneaten”:
    Quest line: The dark time is ending, the dark forces will turn upon each other as the old authority reasserts itself, or a new authority arises. The Quester who was loyal to that authority, or spares the Opposition, will gain a Success Level on their next Test or Ordeal. Those who abandoned the authority, or killed during the Quest, will receive punishment in the form of a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you leave something for later, spare an opponent, or are generous.

(24). Returning

Fu, Returning (or just Return), is the Hexagram that sometimes warns us to turn around and go back, or more often that something from our past is returning. Everything proceeds in cycles, Fu shows us this, with a return. Just as the sun begins to return the light after the darkness of the winter solstice or dawn, what has left will return, and if we have made a false start, it is good to return to the start line. It is the Hexagram of second chances and third times the charm, it teaches us to never give up and to try, try again.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: Returning Quests are often based on old Quests or Characters returning. A Quester may return to a place they have been before to engage in a new Quest there, or the Opposition from a previous Quest may reappear engaging in a new Quest themselves, or this Quest may represent the return of light after darkness, health after illness or the return of lost friends (or lost items). However, things that return are always changed somehow from their first appearance, they may be broken, damaged and in need of care and nurturing, or they may be hardened, made crueller, more callous, seasoned compared to their first encounter.

Quest Complete: When a Quest ends in the Returning Hexagram, it is usually a sign that things at the end of the Quest are returned to how they began. The Quest may be completed, but somehow is reset, ready to be done again one day. The most extreme example of this is a “Temporal Loop” or “Ground-hog Day”, where the Quester is literally trapped in a single closed time-like loop, that must be broken to return themselves to normal time (and maybe discover how to manipulate time themselves). More normally, this is simply that the situation at the end of the Quest is very similar to that at the beginning with only a minor difference (in that the Quester learnt something).

Gains: Gain Chi when you do something you have done before.
Gain Stress in any Test or situation if you will not be able to try again after failure.

Unchanging Edge: You may regenerate and Discard all Wounds for a Chi cost equal to the Pips of the largest Wound.
Changing Lines
  • Line 1 “False Starts”:
    Quest line: Something has already gone wrong for the Quester, adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test. However, if the Quester circles back, or abandons this attempt and starts again with precautions in place (especially by reloading a Chronolith), then they will add a Success Level instead.
    Character Gain: Gain Yin when you reload a Chronolith or restart a project or journey.
  • Line 2 “Quiet Return”:
    Quest line: The Quester suffers an additional Hurdle, Obstacle or Failure Level one their Ordeal or Test as a decision complicates the Quest. If the Quester takes help or advice offered by a wise and compassionate character, this advice will grant them an additional Success Level on their Test or Ordeal.
    Character Gain: Gain Yang when you accept help, or advice.
  • Line 3 “Repeated Returns”:
    Quest line: The circumstances around the Quester change, which may make them insecure and cause them to doubt their previous decisions. If the Quester changes their mind (u-turning or worse flip-flopping in indecision) then each change of mind or direction adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester has made the correct decision and sticks to that, then they will add a Success Level instead.
    Character Gain: Gain Yang when you show bravery, or apprehension, keep your true intentions secret, and stay firm in your decisions.
  • Line 4 “Returns Alone”:
    Quest line: The Quester who is surrounded by companions will receive lots of advice from these companions, each will have an opinion on how best to proceed. In this instance, only one companion has the correct advice that will add a Success Level to the Quester's Test or Ordeal, all other advice offered will instead add a Failure Level, Obstacle or Hurdle to their Test or Ordeal if it is followed.
    Character Gain: Gain Yang when you try to offend others, or are alone.
  • Line 5 “Noble Return”:
    Quest line: The Quester is returning to a place where they are known, and this usually means that they will face repercussions for decisions they previously made, as they are recognised by the locals and reminded of the mistakes they made, or crimes they committed last time. This adds a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, unless they confess their short-comings, mistakes or wrong-doings and apologize to those who believe they wronged by, which will instead add a Success Level. However, if the Quester tries to make excuses (for their mistakes, crimes, performance or behaviour) then they add another Hurdle, Obstacle, or Failure Level each time.
    Character Gain: Gain Yang when you act noble, confess your faults, or make excuses.
  • Line 6 “Missed Return”:
    Quest line: The time for return has passed, and now it is too late somehow. Perhaps the Quester finally braves the dark keep, only to find the enemy army has already marched, or the Quester rushes forth to defend a pass, only to hear reports later that the enemy are already in the lands behind them. Or perhaps the Quester eventually returns home after the war to find the town in ruins. For whatever reason, the Quest becomes meaningless and there is no point to continuing this Quest, instead the Quester should move straight into the next Quest. Trying to continue this Quest is blind obstinacy and adds a Failure Level, Obstacle or Hurdle automatically (to a meaningless Test or Ordeal at this point).
    Character Gain: Gain Yang when you are late, get lost, or you dislike a change.

(25). Innocence

Wu Wang, Innocence (or Unattached / Unexpected / Correctness), is symbolic of not being guilty of any wrong doing. This is the innocence of a law-abiding citizen, and also the innocence of a child. A baby knows the way to grow without instruction, but only with instruction do they learn to be a member of society. The problem is that Innocence is easily broken, corruption abounds, and given time always succeeds.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Innocence Quest indicates that the Quest is based around concepts of youth and/or innocence, this might mean the Quest is set in a school, or out in a bucolic (pastoral, rural, natural or dramatic) environment. Often the Quest will actually be without actual opposition (although opposition may be imagined), or the opposition that is present is instinctual and passive, rather than an active planning opposition, this “opposition” is often an animal or child themselves, not aware of the problems they are causing the Quester. The Innocence Quest will occasionally involve the Quester competing against an imagined foe, they might be tasked with holding a castle for a month against an expected siege, only to have the besiegers never appear. The Quester who acts rashly, selfishly or dishonestly will suffer additional Hurdles, Obstacles or Failure Levels throughout the Quest.

Quest Complete: When a Quest ends with the Innocence Hexagram then there is a general sense that everything might turn out okay. Things are generally returning to normal, the world is under good governance and the status-quo is reasserting itself. That isn't to say that everything will turn out okay for the Quester, if they are not innocent themselves then things may turn on them.

Gains: Gain Chi when you maintain your innocence, keep away from wrong-doers, and pestilence.
Gain Stress when you see vermin, pestillence or corruption.

Unchanging Edge: When attacked by a Character you may trigger an Incarna Draw (Boon Double Reduced) Card Psychology Test that must be beaten or the original attack will be redirected.
Changing Lines
  • Line 1 “Innocent Behaviour”:
    Quest line: If the Quester behaves innocently, believing they are doing the right thing, then it should turn out that is true. This adds a Success Level to their Test or Ordeal. If the Quester doubts themselves, however, or does not believe they are acting correctly, then this will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal instead.
    Character Gain: Gain Yin when you believe you are doing the right thing, or ask someone to check you are.
  • Line 2 “Work Is Its Own Reward”:
    Quest line: The Quester is often tasked with (or sets themselves) a difficult, usually physically arduous task or labour (such as chopping wood, cleaning the house, garage or stables, hauling enough water from a well to fill several barrels, mixing concrete by hand, building a stonewall or a cairn) that has some restriction (often a time limit or a minimum area, or number). This task is usually presented as an additional Medium Stakes Ordeal. The completion of this task will add a Success Level to the Quester's Ordeal or Test. Failure to complete this task adds a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test instead.
    Character Gain: Gain Yang when you stick to what you know, get on with the task at hand, or seek a teacher.
  • Line 3 “Undeserved Misfortune”:
    Quest line: Bad luck strikes the Quester, often in the form of something being stolen from them or lost. This may be a terrible set-back or a minor inconvenience, but what is important is how the Quester handles this misfortune. If they are stoic, fatalistic about it, or cheerfully accept that their loss is another's gain, then they may innocently add a Success Level to the Test or Ordeal. If they focus on the loss, hoping it may be returned to them, or worse seek revenge for it, then their innocence is broken and their Test or Ordeal will add at least one Failure Level, Hurdle, or Obstacle.
    Character Gain: Gain Yang when you are stoic, or fatalistic, exploit of another’s innocence (or naivety), or steal something.
  • Line 4 “Persevering”:
    Quest line: The Quest becomes more difficult and dangerous, adding Hurdles, Obstacles and Failure Levels to all Ordeals and Tests. However, if the Quester remains optimistic, grounded and does not get upset at these problems then they may instead add a Success Level on their Ordeal or Test.
    Character Gain: Gain Yin when you are optimistic, do not play the victim, or persevere.
  • Line 5 “No Medicine”:
    Quest line: An unexpected evil appears, this may be in the form of an injury or wound that the Quester suffered earlier beginning to fester, or some actual evil character. If the Quester has an injury and they refuse treatment, let nature take its course, or ignore the evil, they gain a Success Level on the next Test or Ordeal. Medical treatment of the injury or the Quester trying to confront this evil will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal instead.
    Character Gain: Gain Yin when you are calm, do not seek help or medicines, let nature take its course, or reveal the truth.
  • Line 6 “Innocent Inaction”:
    Quest line: The Quester should not take any action to further their Quest at this time. They may have an instinctive drive to continue, but the attempt will create additional Hurdles, Obstacles or Failure Levels to the Test or Ordeal. For now all that can be done is to prepare, wait or hide.
    Character Gain: Gain Yin when you are cautious, prepare defences, wait, or hide.

(26). Taming Force

Ta Ch’u, Taming Force (or Great Controlling Power), the symbolic representation of amplification. Horses pulling together in proper harness can achieve more than wild horses running. A man cannot move a rock directly with a shovel, but if he makes the right cuts it will roll away in a redirected river. Proper control and knowledge can create huge results.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Taming Force Quest indicates a Quest that is about accumulation and storing things up, often some sort of social, economic, magical or spiritual power, usually to create a great change of some sort. Usually a Taming Force Quest has a backdrop of social or political discord, and often there is some element of hidden history, power or treasure to the Quest that must be revealed for the Quest to move on. The Quest will create a situation that requires someone with a strong personality to take charge, often this will be the Quester themselves.

Quest Complete: When a Quest ends with the Taming Force Hexagram the Quest rewards the Quester with some Gain, often a new Skill, Talent or Power in the form of an Annex, Descendant or Extra as required.

Gains: Gain Chi when you rely on a Descendant to pass a Test or Ordeal.
Gain Stress when a powerful Descendant is in another’s control.

Unchanging Edge: Once per Scene you may Double your Score (if already Doubled it becomes Triple not Quadruple) for Incarna Draw (Boon Double Reduced) Chi.
Changing Lines
  • Line 1 “Danger on the Horizon”:
    Quest line: There is some obvious danger to the situation that implies the Quester should not press on immediately. Perhaps there are riots, social disorder, family turmoil, the opposition has already vowed to kill any who try, or an enemy army besieges the town stopping them from leaving easily. Pressing on will add an additional Hurdle, Failure Level or Obstacles to the Test or Ordeal, where as waiting instead and ignoring the Quest will cause this line to change on its own.
    Character Gain: Gain Yin when you suspect others motives.
  • Line 2 “Spokes from the Wheel”:
    Quest line: The Quester is forced to remain still for a while, this is often a result of traffic, or vehicular problems. If the Quester displays patience and rests while they are able, then there will be no misfortune, but is they insist on pushing ahead against these factors then they will add a Hurdle, Failure Level, or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin when you are still, unmoving, asleep or unconscious for a period.
  • Line 3 “Herd Leader”:
    Quest line: The time for waiting is over, whatever was blocking the Quester from progressing is now removed. Often an authority, old guard, law-enforcer or even the Quest-giver will lead the way, and the Quester can follow them on. However, the situation is still dangerous and the next step must be an Ordeal.
    Character Gain: Gain Yin when you practice, drill or train, or an Obstacle is removed by another.
  • Line 4 “Young Bull Restrained”:
    Quest line: The Quester must act immediately, moving to the next stage immediately, any delay at all will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you pay attention to the little picture, the details, head trouble off before it can grow, or nip something in the bud.
  • Line 5 “Castrated Boar Tusk”:
    Quest line: If the Quester acts against the opposition directly and immediately they will add a Success Level to the Test or Ordeal, and may weaken the Opposition indirectly somehow as well.
    Character Gain: Gain Yang when you attack, or render a threat harmless.
  • Line 6 “The Way of Heaven”:
    Quest line: Everything is successful, the Quest is completed now, and the Quester may make a Gain, often rewarded by the Quest-giver or an authority.
    Character Gain: Gain Yin when you take the higher ground, literally or morally.

(27). Nourishment

Yi, Nourishment (or Mouth Corners or even Nourishing Vision), is the hexagram of nurturing. Food is a great bounty, but all our actions nourish some desire we hold. If you understand your own actions, you understand your needs, and those of others. If you would understand another see what they nourish or cultivate, and see who they are.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Nourishment Quest nurtures some aspect of a character, usually, but not always the Quester or a big-bad. The Nourishment Quest might, for example, add a new Alt to a character, or integrate an existing Alt, or it may add Proficiencies, Skills, Talents, Powers or Super-Powers to a character, or most often it will add Lores to the big-bad. Any Nourishment step will add a Hurdle, Failure Levels, or Obstacle to the Test or Ordeal, unless that Test or Ordeal is concerned with consuming nourishment, either physical, mental or spiritual nourishment

Quest Complete: The Nourishment Hexagram at the end of the Quest indicates a Feast of some kind. This may be a huge victory celebration, with fine foods and drinks, but is more likely not a physical feast, but a mental or spiritual one. Devouring a book, exploring a museum, a third eye opening vision quest, these are all options for this Hexagram. This is much more a reward than a Test or Ordeal, but it may still feature some Test or Ordeal aspects as they have to ingest and digest the nourishment.

Gains: Gain Chi when you share with, or feed others, cook and tend food, or nourish something.
Gain Stress when you cannot give someone something they need.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Ordeal Cards to any Healing action or attempt.
Changing Lines
  • Line 1 “Requiring Nourishment”:
    Quest line: The Quester is hungry for some nourishment, most often this is spiritual or mental nourishment that they seek, but a situation can occur where they might be physically starved, of course. If the Quester finds their own nourishment (hunting, gathering or purchasing ingredients, and cooking their own food) then things are normal, but if they look to another to nourish them (not cooking themselves), then this adds Hurdles, Obstacles or Failure Levels on their Test or Ordeal.
    Character Gain: Gain Yin when you are greedy or envious.
  • Line 2 “Not a Sage on a Mountain, but a Beggar on a Hill”:
    Quest line: The Quester needs nourishment, however they cannot provide it for themselves (perhaps an authority limits access to suitable sources, or famine) and must either work on without it, or accept it from an authority. Working with an empty stomach, or accepting nourishment from another character will result in an additional Hurdle, Failure Level or Obstacle.
    Character Gain: Gain Yang when you eat alone, or are anti-social.
  • Line 3 “Dessert First”:
    Quest line: The Quester receives the nourishment that they seek, and they enjoy it, but it is not the nourishment that they really require. This is the spiritual, intellectual or natural equivalent of a junk food diet, or perhaps filling a spiritual void with material possessions and pleasures, and each time it is consumed it adds a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This is the time for the Quester to realise that this nourishment is worthless, and to seek out better provision, and another character should tell them this now. If the Quester acknowledges this desire is not good for them and seeks out a more wholesome nourishment (often a more traditional, austere, or difficult path) then they may add a Success Level instead.
    Character Gain: Gain Yang when you seek pleasure or acknowledge your desires.
  • Line 4 “Nourished by the Mountain, like a Tiger”:
    Quest line: The Quester must focus on one thing at this time, but is what they truly pursue the Quest, or their own Nourishment? As long as they pursue either one exclusively they will have a Success Level on their Ordeal or Test, but if they choose to try to pursue both, even if they ask for help from companions so they can focus on one while the Quester focuses on the other, it will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you ask another for a favour, or seek what you want.
  • Line 5 “Turn from the Path”:
    Quest line: The Quester should be offered a way to turn from the path that they are on (be it the Quest or nourishment). They are offered options such as continuing, rejecting the Quest (perhaps handing it off to some one else), rejecting the nourishment (turning aside from those self-enriching pursuits), waiting and resting until something changes (including learning something new that may shift the balance or gathering resources to allow them to proceed later), or embracing the status-quo and not changing a thing. Of these things only embracing the status-quo or waiting, will not add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you break a task down into smaller steps, procrastinate or waste time.
  • Line 6 “Real Nourishment”:
    Quest line: The Quester should become aware that they are a source of nourishment for others, they teach others around them, and are responsible for those they teach. While they may not be able to nourish themselves, they can nourish others. If the Quester works for others (teaching or training others, or even manual labour for a land owner or authority), rather than for themselves, then they add a Success Level to their Ordeal or Test, and by some unexpected manner often complete the Quest or find a new source of nourishment for themselves and others. If the Quester works only for themselves and their goals they add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you act for the benefit of others.

(28). Exceeding Greatness

Ta Kuo, Exceeding Greatness (or Preponderance of the Great, Critical Mass, or Breaking Point), is a symbol that something has become too powerful, an adjustment is required. Something is out of balance, and exceeds the greatness it should have. It is the final straw that breaks the camel’s back.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Exceeding Greatness Quest shows us a situation on the brink of collapse. It may be that a critical mass of people now disagree with the authorities, that a dam is fit to burst and needs only a single rainstorm to trigger catastrophe, or that the building has begun to collapse due to age or poor construction. The status-quo is weakening, about to collapse, and even a small push will destroy it. It is the calm before the storm, the quiet demonstration before the revolution. Any attempt to change the circumstances or status-quo will be easier somehow (high-powered Difficulty) and have a Success Level, but any attempts to preserve, hold or maintain the status-quo and current situation will add additional Hurdles, Obstacles or Failure Levels to the Tests and Ordeals necessary.

Quest Complete: When the Quest ends in the Exceeding Greatness Hexagram then the Quester has usually become too powerful. They will face some balancing force or event that will cut their new found power. This may be a catastrophic collapse, with the Quester stripped of power and imprisoned, but as often it is a gradual decline, as previous allies, supporters, investors and companions drift away, removing the Quester's political, economic, and social power.

Gains: Gain Chi when you act quickly, confidently or alone.
Gain Stress when you realise that you have acted at the wrong time.

Unchanging Edge: You may add your Personality Annex Dice to any roll once per day.
Changing Lines
  • Line 1 “Spread White Rushes”:
    Quest line: The situation is very dangerous, and adds 1d6 Failure Levels, Hurdles, or Obstacles on the Quester's Tests or Ordeals. The Quester who takes precautions can remove these Failure Levels, Hurdles or Obstacles, one for each precaution.
    Character Gain: Gain Yang when you take precautions, act with humility, or follow a plan or procedure.
  • Line 2 “Neophile”:
    Quest line: The Quester will be shown something new, this might be a new love interest, a new technology, a new spell or a new companion. If the Quester rejects this new thing without thought then there will be a Failure Level, Hurdle or Obstacles on their Test or Ordeal.
    Character Gain: Gain Yin when you are brave or try something new.
  • Line 3 “The Ridgepole Sags.”:
    Quest line: The Quester should be warned by an authority that pressing ahead with their Quest will disrupt the status-quo and destabilise the situation. If the Quester presses on with their Quest without taking stock of these warnings then they will add a Failure Level, Hurdle, or Obstacles on their Test or Ordeal and disrupt the status-quo for better or worse.
    Character Gain: Gain Yin when you take no precautions, or act as if you feel trapped, overwhelmed, or out of options.
  • Line 4 “The Ridgepole Braced”:
    Quest line: Disaster appears imminent and adds a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal, but if the Quester works with others, gathering a force to combat this disaster often from beyond their companions, then they may add a Success Level instead. However, if the Quester attempts to use this force for their own purposes (completing their Quest for example) then this will add an additional Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act as though disaster is imminent.
  • Line 5 “Neophobe”:
    Quest line: The situation around the Quest grows more unstable, and the status-quo further seems to lose power when a new authority appears that recruits many powerful people to their new policy, technology, or pact. If the Quester is amongst those who ally with the new authority at this time they will add a Failure Level, Hurdle or Obstacles on their next Test or Ordeal.
    Character Gain: Gain Yin when you cling to the familiar or old, or refuse a new thing.
  • Line 6 “Go Deeper”:
    Quest line: The danger is upon everyone now adding at least one Hurdle, Obstacle or Failure Level to every Ordeal or Test. However if the Quester can make a suitable and significant sacrifice (sometimes their own life) then they can add a Success Level instead.
    Character Gain: Gain Yang when you rely on intuition, diligence or courage, and push into potential danger.

(29). The Deep

Kǎn, The Deep (or Abyss, Abysmal or Meeting Danger), signifies that danger surrounds you. You are in deep water, hanging over the abyss, move incorrectly and you may die.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Deep Quest is so dangerous that those involved in it will usually have become inured to the threat. This is the depth of the war, the heart of the battlefield, the centre of the political minefield, or the boat floundering over the abyssal trench. The Deep Quest may focus on water directly (with boats, whales or submarines), or the Deep may represent another danger (space for example is really just more dangerous water), occasionally this will be an emotional or psychological depth which a character is not yet be equipped to handle, which creates danger. Sometimes the danger of the Deep may be harnessed, such as when a fast-flowing river separates two kingdoms, both sides employ the danger of the river to protect themselves from the other. The Deep Quest is always High Stakes (or higher), but often the Tension Level does not fall where you might expect.

Quest Complete: A Quest that ends in the Deep Hexagram ends with the Quester in deep trouble. Sometimes this will be a cliff-hanger, that moves the Quester on to a new Quest (such as escaping the danger they now find themselves in), but more often this indicates an ambiguous ending to the Quest, where many may believe the Quester died, only to have them reappear at a later time, perhaps injured, or bearing new scars.

Gains: Gain Chi when you are in danger, at risk, or you cross water.
Gain Stress whenever you deliberately move into a dangerous situation.

Unchanging Edge: You create and suffer all Wounds as though the Stakes / Success Level were Incarna Draw (Boon Double Reduced) Higher.
Changing Lines
  • Line 1 “Fall into the Deep”:
    Quest line: The Quester who is seduced by the evil or danger, causing them to take dangerous risks, add a Failure Level, Hurdle, or Obstacle on any Test or Ordeal.
    Character Gain: Gain Yang when you do not play it safe, take risks, or wait for danger.
  • Line 2 “Dangerous Deep”:
    Quest line: The danger is mounting,and insurmountable adding at least 2 Hurdles, Obstacles or Failure Levels on any Test or Ordeal. If the Quester weighs the risks and finds the safest way forward they may add a Success Level instead.
    Character Gain: Gain Yin when you act cowardly, afraid, but continue anyway.
  • Line 3 “Clinging On”:
    Quest line: The Quester is caught between two dangers, one ahead and one behind. Only a fool would press on right now, so if the Quester does add at least a couple of Hurdles, Obstacles or Failure Levels on their next Ordeal or Test. The correct path is waiting, or occasionally turning one danger on the other which will add a Success Level instead.
    Character Gain: Gain Yang when you remain calm, rather than acting rashly and perhaps making things worse.
  • Line 4 “Food Through a Window”:
    Quest line: During a time of danger the normal rules do not apply. The authorities, law-enforcers and old guard are forced to behave differently, rules and etiquette are simplified, and often the simplest solutions are most effective in times of stress. For the Quester if they complicate things that could be simpler, they will add a Failure Level, Hurdle, or Obstacle to the Test or Ordeal, but if they simplify things as much as possible then they will add a Success Level instead.
    Character Gain: Gain Yang when you keep things simple or restate something in simpler terms.
  • Line 5 “The Deep is Only So Deep”:
    Quest line: For the Quester a way out of danger appears, but this path of least resistance leads away from their Quest goals. If they push into danger to complete their Quest they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, but it is the only way they will succeed.
    Character Gain: Gain Yin when you attempt something impossible, or with little chance of success.
  • Line 6 “Bound in Prison”:
    Quest line: The Quester's ego brings this danger upon themselves as the Quest goes ahead. Each warning they ignore, or any period of indecision adds a Failure Level, Hurdle or Obstacle to their Tests or Ordeals, and additionally increases the Tension Level by one, until eventually the disaster strikes, adding an additional immediate Ordeal to the Quest as they struggle to escape the danger.
    Character Gain: Gain Yang when you ignore warnings, or are paralysed by indecision.

(30). Fire

Li, Fire (or Light, Clarity, Radiance, or Clinging Brightness), is a symbol of light, hope and openness, and because of how we learned to control it, fire is one of our original technologies and often represents our intelligence. Fire has no form, but clings to the fuel at its base. It creates shadows and motion that is both real and illusion. By the candle’s burning we perceive the cave.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Fire Quest is based upon art, culture, intellect, illusion, shadows and perceptions. The Quester must use their intelligence, and a commitment to the truth, to dig past the illusions and shadows that cling to this Quest. The Opposition will be artistic, cultured, creative, and deceptive, twisting the facts to make the authorities oppose the Quester whenever possible. If the Quester stays true, and remains calm when confronted by these authorities and false claims, then they will succeed, if they lose their self-control, or cannot perceive the truth through the lies then additional Hurdles will be added.

Quest Complete: The Quest that ends upon the Fire Hexagram ends with light. This may be a literal dawn, a huge fire (perhaps a burning building, a sacrificial or crematorial flame, a bonfire, or lighting beacon), or it may be a revelatory light, the dawning of an idea or Revelation.

Gains: Gain Chi when you demonstrate intelligence and creative thinking.
Gain Stress when you cannot cling to another for help or emotional support.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to the Score of any Key, Awe, or Phoenix Tests or attacks.
Changing Lines
  • Line 1 “Criss-crossed Footprints”:
    Quest line: There is a confusing situation (as when many paths cross), and often a pressure upon the Quester to hurry (or the villain may get away). If the Quester hurries, beginning too quickly, then they will make a mistake that adds a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they remain calm and focused upon their task then add a Success Level instead (even if they may be late giving their report, for example, they will be forgiven for being thorough).
    Character Gain: Gain Yin when you act while confused, or act rashly or hastily.
  • Line 2 “Yellow Sun”:
    Quest line: The noon sun shines straight down, and shadows are mostly concealed, yellow is also the colour of beauty, culture and the arts, so they are emphasised in this part of the Quest, creating a potential cultural-shock situation (whether intellectually or artistically out of their depth, or confused by the bizarre nature of the culture or art) and this adds a Failure Level, Obstacle or Hurdle to their Test or Ordeal. The Quester who is well-travelled, or well-read, or suitably versed in art or culture and can engage with this high-brow situation will add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yang when you display culture, artistic merit, or succeed.
  • Line 3 “Setting Sun”:
    Quest line: The evening sun casts long shadows, and complications appear as time grows short. These complications add a Hurdle, Obstacle or Failure Level to the Ordeals or Tests, and if the Quester complains about these complications this will add another. However, if the Quester ignores the complications caused by the dying light and works until they cannot work any longer, they will add a Success Level instead.
    Character Gain: Gain Yin when you complain, or act old.
  • Line 4 “Sudden Fire”:
    Quest line: The fire consumes as it illuminates, and some who see the light do not take time to understand it before they spread it. The Quester is exposed to some idea (this maybe a new Style, Proficiency or Annex &mdash often in the form of a Descendant) but not to the consequences that it may have. If the Quester displays too much excitement, accepts this idea too quickly then it will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin when you don’t worry about consequences or waste time on short term goals.
  • Line 5 “Floods of Tears”:
    Quest line: Events conspire to make the Quester's and other people's lives sadder and more complicated, adding a Hurdle, Obstacle or Failure Level to all their Ordeals or Tests, and can in some extreme circumstances add a Lament Hitch. However, if the Quester takes time out of this sadness to comfort others who have been similarly affected then they will instead add a Success Level.
    Character Gain: Gain Yang when you worry about others.
  • Line 6 “Leader Alone”:
    Quest line: The opposition in this Quest are numerous, but lead by an authority who must be confronted and punished. Punishing the lesser opposition will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test, but if they confront the opposition authority directly they will add a Success Level instead, as the opposition followers will disband.
    Character Gain: Gain Yin when you fire or punish another, spare those who were just following orders, or argue.

(31). Courtship

Hsien, Courtship (or Influencing, Wooing or Joyful Receptivity), symbolises how we attract and court those things we need in our lives. Like attracts like, as you are, so are your friends and your love.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Courtship Quest usually features a potential love interest, or a potential partner, ally or friend (referred to as the potential). The Quest will place the Quester and another character in close proximity, and may even give them aligned goals, although they may begin at odds in some way (often due to being from different Story Conflict Sides beyond the Quest) various Social Ordeals may cause them to become allies, partners, lovers or even spouses.

Quest Complete: The Courtship Hexagram indicates that the Quest ends with the Quester “winning” their love interest. This is usually due to the Quester having revealed to the love interest both their attractive qualities, and those unattractive qualities that were matched by or aligned with the otherwise unattractive qualities of the love interest.

Gains: Gain Chi when you smile at, flirt with, declare your attraction to, or love for another.
Gain Stress when the attraction is not mutual.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) to any Psyche Attack once per Scene.
Changing Lines
  • Line 1 “Motion Begins in the Toe”:
    Quest line: The Quester and their potential companion are in close proximity, and even this proximity may be enough for each to feel attracted to the other (“what is that wonderful scent?”, “who was that?” etc). Each displaying interest in the other is usual, but if the Quester displays too much interest at this stage (declaring love, infatuated behaviour, etc) it will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test and make things awkward with the potential.
    Character Gain: Gain Yang when you act enamoured, infatuated or distracted about something or someone.
  • Line 2 “Knee Follows Foot”:
    Quest line: The Quester wishes to meet the potential again, but it is too soon, the Quester should display patience, wait for a better time, or make preparations for a later date. If the Quester and potential meet again at this time it will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal as they become distracted by the potential.
    Character Gain: Gain Yang when you prepare actions into a Style Pool.
  • Line 3 “Thigh Follows the Heart”:
    Quest line: The potential and Quester may meet, emotions run high, and often lead to humiliation. If the Quester tries to influence or manipulate other people's emotions at this time, or allows their own emotions to be influenced or manipulated by others, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they will be humiliated somehow. If the Quester takes no action to at this time, except waiting or resting, then they can add a Success Level instead.
    Character Gain: Gain Yin when you show your emotions, or humiliate yourself.
  • Line 4 “Heart Follows Wish”:
    Quest line: Now is the time for potential and Quester to declare their truths. If they are attracted, like, love, want to marry, they should say so. However, not being honest, being manipulative, or being secretive at this time will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you try manipulation, influence or indirect action.
  • Line 5 “Spine Follows Heart”:
    Quest line: The Quester observes something that reveals some information about the potential that they did not suspect. The Quester that is confused by this information, untruthful with themselves about their feelings, or is too rigid or inflexible in their thinking to react positively to this information will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. The Quester who adapts quickly to this discovery, is honest about their feelings on the news, or reacts positively to this information may instead add a Success Level.
    Character Gain: Gain Yin when you flirt, or act overwhelmed by emotions.
  • Line 6 “Mouth Follows Heart”:
    Quest line: The Quester and the potential are given a chance to talk. If this talking time is wasted, rambling, not getting to the point, or ignoring the Quester's or potential's feelings, then it will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. However, if they speak of things of significance (such as what their plans are, will they marry, how many children do they want, etc) and take an action such as signing a contract, kissing, getting engaged, making a blood pact, marrying, shaking hands, or perhaps a kiss goodbye, then the Quester will add a Success Level instead.
    Character Gain: Gain Yang when you talk, or try to communicate, convince or persuade.

(32). Persistence

Heng, Persistence (or Persevering or Duration), is symbolic of those aspects of life that are always enduring. No matter what happens, they pick themselves up, dust themselves off, and continue. This Persistence is what keeps us breathing, it is what holds together a successful marriage, and is what keeps the world turning, and planets and stars orbiting.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Persistence Quest is about commitment, endurance and ongoing struggles. The Persistence Quest usually explores an established relationship that the Quester already has (a marriage, a partnership, a friendship, an enmity), drawing that character directly into the Quest in a way that they have not been before (so a love interest may get caught up in the Quest by being kidnapped, or believing the Quest to be some excuse to cheat insist on accompanying the Quester into danger). The Quest tests the Quester's commitment to this relationship and to the Quest, usually by changing things within the Quest (varying who the opposition actually is or what their abilities actually are) and even in the relationship (most often power dynamics within the relationship are changed).

Quest Complete: The Quest that ends in the Persistence Hexagram does not truly end, but instead adds some last minute complications that mean the Quest is far from completed. Usually this change will also increase the stakes of the Quest, often raising the Tension of the story simultaneously. Examples might include, having studied the artefact for days, and finally determined it is a puzzle box, now you must work out how to open it, or having opened it, now you must understand the clues that were hidden inside. If you were tasked with guarding something, a new threat that you were not warned about appears that continues to threaten what you are guarding, etc.

Gains: Gain Chi when you endure, persist, or try again.
Gain Stress when you quit any task, Quest, Test, or Ordeal.

Unchanging Edge: Add +1 Success Level for each recent failure in the same Stage or Scene.
Changing Lines
  • Line 1 “Seeking Persistence Too Soon”:
    Quest line: If the Quester is impetuous, too quick to agree, or has high expectations, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If they are patient and slowly work towards their goal add a Success Level instead.
    Character Gain: Gain Yang when you are guided by intuition, jump to conclusions or rush in.
  • Line 2 “Regret Vanishes”:
    Quest line: Something about this situation is unusual, unnatural or even abnormal, because of this, any attempt to solve problems “the usual way”, by “trying harder” or “working smarter”, will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. If the Quester attempts something they normally would not, even something unlikely to succeed, in a restrained, cautious way, they will add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yin when you change tactic, use a different approach, or try a simpler way.
  • Line 3 “Persistently Mortified”:
    Quest line: The Quest targets the Quester's character (such as their Persona, Core, Hitches, Resolved Hitches, Geometry, I-Ching) usually in the hopes of causing embarrassment, humiliation, shame, and distress. To this end the Quest will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test as a complication and whenever the Quester is actually embarrassed, humiliated or shamed.
    Character Gain: Gain Yin when you act embarrassed, humiliated, or ashamed.
  • Line 4 “No Game in the Field”:
    Quest line: There is some deception or misunderstanding in the situation. The Quester is like a hunter in a field with no game, they are searching in the wrong place, or acting incorrectly somehow. Their quarry, the Quest itself, lies somewhere else, perhaps, or maybe they are approaching the Quest incorrectly, stalking when they should be baiting, or laying traps when they should be besieging. Unless the Quester changes their operation, or location, add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you give up, leave, or go to try somewhere else.
  • Line 5 “Persistently Changing”:
    Quest line: For a partnership, company or marriage to survive changing times, it must change its ways. This line indicates that the situation around the relationship is changing, perhaps the spouse or friend is terrified by the life the Quester is living, or perhaps they too are drawn in deeper, partners becoming friends or even lovers as their situations evolve. However, both partners must remain true to themselves, and any dishonesty or self-deception will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you act strangely, irrationally or unconventionally.
  • Line 6 “Even Persistence Fails”:
    Quest line: The Quest is best accomplished with more haste and less speed. Rushing around, leaping to conclusions and racing to the next location is going to cause an accident or mistake to happen. If the Quester hurries or rushes too much, not taking their time to check facts, for example, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you rush to conclusions, lack focus, act anxious, or walk away to relax.

(33). Withdrawal

Tun, Withdrawal (or Retreat or Retire), is the hexagram of walking away, or disengagement. When one is truly content, you do not seek to engage an obstacle. Face it, sometimes running away, and living to fight another day is the best plan. Or to put it another way, sometimes we need to take a step back before we can contnue forwards.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Withdrawal Quest features a powerful force of opposition and great dangers that surround the Quester. This Quest is not winnable in the normal way. The Quester must choose the correct moment to retreat from this situation. Too early will only result in failure, too late at the situation will have become uncontrollable. The way the Quester withdrawals is important too, to flee before the superior enemy is an act of desperation, but to prepare your retreat, creating traps to harry your pursuers, that is an act of strength. So this situation can only be survived by careful retreat at the proper time.

Quest Complete: When the Quest ends in Withdrawal the Quester should expect to have to escape a vastly superior foe. This is not the careful withdrawing of the Withdrawal Quest, but a flight before an enormous army or terrible monster. This is usually an immediate High-Stakes motional Ordeal that will often include a fight or two.

Gains: Gain Chi when you retreat, find a way around, or withdraw from company.
Gain Stress when you press forwards into danger.

Unchanging Edge: You may draw the card atop the Discard pile whenever you dodge, avoid or evade an attack or question.
Changing Lines
  • Line 1 “Tail Between Your Legs”:
    Quest line: The Quester encounters or spots the enemy. If they flee now they will attract attention to themselves and add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you retreat or retire with Wounds.
  • Line 2 “Hold Fast”:
    Quest line: The time to retreat is not yet, the enemy is strong and swift. If the Quester tries to retreat now, the enemy will pursue adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal. Only enduring this situation is appropriate and if the Quester can endure this, they will add a Success Level instead as eventually the too eager enemy will act impetuously.
    Character Gain: Gain Yang when you endure rather than retreat.
  • Line 3 “Blocked Withdrawal”:
    Quest line: The time has come for retreat, but something (often Obstacles or characters among the companions or authorities) is blocking this retreat. If these characters cannot be persuaded to leave then they must be abandoned and this situation escaped. Each Scene the Quester does not escape, will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you can’t stop, an Obstacle blocks your retreat, or you retreat and others stay.
  • Line 4 “Withdrawal Withheld”:
    Quest line: It is time to withdrawal, but the Quester has reasons not to withdrawal yet. Companions and authorities in this case call for withdrawal, and will leave the Quester behind, which will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal (as they may be condemned for this lack of discipline later).
    Character Gain: Gain Yin when you stay while others leave.
  • Line 5 “Persevering Withdrawal”:
    Quest line: The timing for a successful retreat is critical in this situation. Withdrawing early will cause rapid pursuit to follow, adding a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. Withdrawing late will do the same, with the Quester's position being overrun and them being captured. However, if the retreat is perfectly timed, then the enemy will not even know they have retreated, and the Quester may add a Success Level instead.
    Character Gain: Gain Yin when you retreat in good order, call a truce, or surrender.
  • Line 6 “Guiltless Withdrawal”:
    Quest line: The correct time for retreat, escape or withdrawal should be obvious to the Quester. If the Quester orders retreat and waits until their companions are free, then they retreat without incident and may add a Success Level to their Test or Ordeal as all previous Hurdles, Obstacles or Failure Levels accumulated are
    Character Gain: Gain Yin when you are alone, or all your allies withdraw with or before you.

(34). Great Power

Da Zhuang, Great Power (or Great Invigoration), is the Hexagram of invigorating speeches, wood or brick breaking strikes, and mental prowess. This is the power of true heroes, those brave, intelligent, and strong leaders, are built around a constant virtue, or benevolent core.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Great Power Quest offers the Quester power, whether temporal, political, of will or body, or a literal new power (or superpower). However, the Quest of Great Power is really about how that power might corrupt the Quester, and how they handle the responsibility that such power brings. If the Quester is granted a power it is usually early in the Quest to help them further the Quest. They may even be granted the power, or trained in it, by the Quest-giver.

Quest Complete: When a Quest ends with the Great Power Hexagram then the Quester is rewarded with a power or super-power often in the form of a descendant. This may be a reward of political power, or some dedicated training or education, but most often is in the form of a piece of often magical equipment.

Gains: Gain Chi when you use your strength, political authority, or powers for the common good.
Gain Stress when you are reckless or arrogant.

Unchanging Edge: Once a Session, Chapter, or Episode you may add all Incarna Facet Nimbeds to one of your Annexes. Once a Scene you may add One Incarna Facet Nimbed to an Annex.
Changing Lines
  • Line 1 “Strength in the Toes”:
    Quest line: The Quester has learned the very basics of their new power, but if they rely upon it too much, or attempt something too complicated there will be misfortune (add a Failure Level, Hurdle or Obstacle to the Test or Ordeal ).
    Character Gain: Gain Yin when you use your most powerful Annex.
  • Line 2 “Power Stance”:
    Quest line: The Quester must face their Test or Ordeal while relying upon their new power. If they use their new power only, they may add a Success Level, however if they display signs of over-confidence, or if they fail to use their new power at all, add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you stand up (for what you believe in / against others / while everyone sits, etc).
  • Line 3 “Entangled Power”:
    Quest line: If the Quester boasts about their new power, makes empty threats, or uses their power at full strength, this will complicate things adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you hide your true power, use a weaker Annex, pull the punch, reduce the Success Level, etc.
  • Line 4 “Horse Power”:
    Quest line: The power the Quester holds is somewhat like an ability to drive, while they may be very skilled, the car being driven applies restrictions to the driving, they can only drive the car from inside, and cannot drive this car as though it were another car or a helicopter. The Quester who tries to use their power directly and outwardly, are ignoring what the car is capable of, and this adds a Failure Level, Obstacle or Hurdle to their Test or Quest. The Quester who perseveres and practices with using their power internally and indirectly, removes Obstacles in their way, just as a skilled driver might familiarize themselves with the car, service, tune-up and improve the car however necessary before driving it, or switching to hover mode, will add a Success Level to their Test or Ordeal instead.
    Character Gain: Gain Yin when you check everything is ready, repeat an action, or drive or ride a vehicle.
  • Line 5 “Goat Power”:
    Quest line: The Quester will be tested once again, this time the test is not about their use of power, but about their character and whether the power is corrupting them. If they are belligerent, stubborn, or power-crazed in any way, then the power may be removed from them, and they will certainly add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are stubborn, push too hard, or refuse to listen.
  • Line 6 “Ram Caught in Fence”:
    Quest line: The Quester will face an opposition of equal or greater power who blocks their way or progress. If they charge in or retreat before this enemy they will become stuck, entangled in combat potentially and add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If instead they stand against this enemy and hold firm, with patience, they will add a Success Level instead (although there is no guarantee that the Quester will win this stand-off).
    Character Gain: Gain yang when you get stuck, blocked, or obstructed and are patient.

(35). Prospering

Chin/Jin, Prospering (or Advancement or Progress), is the Hexagram that symbolises enlightenment. But this is not genius in yourself, but the ability to sense and release genius in others. It is the strength of a magnetic field that draws metal within itself, the ultimate in yielding power.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Prospering Quest promises the Quester an opportunity. This is often a new job, or a promotion, but they can also be a financial, social, intellectual, academic, magical or political advancement opportunity. Prospering Quests often accompany a Plot-driven Gain event, and are usually fairly simple in nature with the Quester learning to work with their companions in a new way, that results in rapid easy progress. Prospering Quests can become complex when the Quester is caught between different factions, such as when when the Quest-giver and the Quester's companions oppose each each other in some way (such as the companions not believing the Quester should have been promoted).

Quest Complete: The Quest that ends with the Prospering Hexagram will see an unexpected reward for the Quester. This windfall reward is often a Gain of Wealth, Yin, or Chi that represents discovered treasure, reward money, insurance pay-outs, or some unconnected lottery win.

Gains: Gain Chi when you succeed at any Test, Ordeal Stage or Quest.
Gain Stress when you fail any Test, Ordeal Stage or Quest.

Unchanging Edge: You may use your Personality Annex Boon/Die in the place of any Talent Annex Boon/Die once per Scene.
Changing Lines
  • Line 1 “Three Steps Forward, Two Steps Back”:
    Quest line: The Quester has some initial success, but is then rebuffed. Whatever progress they felt they made is taken away, suddenly. If the Quester remains calm or optimistic things will reassert themselves soon, but if the Quester becomes glum or angry at the situation then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you are rebuffed, denied, meet an Obstacle, or when you are generous or kind.
  • Line 2 “Grandmother Brings Happiness”:
    Quest line: The Quester is unable to progress on their own, stymied by lack of contacts or an inability to communicate their need. An authority, often much older than the Quester and with attractive Yin power (often Wealth) will offer the Quester aid. This aid is not based on political issues or selfishness, but genuine concern and principles.
    Character Gain: Gain Yang when you help another achieve a goal.
  • Line 3 “Prosperous Accord”:
    Quest line: The Quester who joins a Pact, makes an alliance with another, or has companions helping them will add a Success Level to their Test or Ordeal. Those Questers who are untrustworthy will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you act trustworthy, respectful, or explain your goal.
  • Line 4 “Squirrel Prosperity”:
    Quest line: The Quester is offered small (usually monetary) gains that would be easy to take, but not honest, such as a shopkeeper, with some ulterior motive, offering free products, discounts, or bribes, a stranger dropping a fat purse upon the road unobserved by any but the Quester, or the Quester discovering a stash of gold in a cave and not reporting it to the lord. If the Quester takes and keeps this small gain, not returning it or reporting it to authorities, add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you attempt to attract attention, get in over your head, or admit you can’t do something.
  • Line 5 “Remorse Vanishes”:
    Quest line: The Quester is granted some influential position for some reason. This new position offers them the chance to make both gains and losses, depending upon how they handle the situation. If the Quester remains loyal to those who gave them this position then add a Success Level to the Test or Ordeal, but if they focus instead on their personal gains and losses then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you are gentle or loyal.
  • Line 6 “Blowing Your Horn”:
    Quest line: Some of the Quester's companions or employees act against them, trying to disrupt their Quest or gains. The Quester may win a Success Level on their Test or Ordeal by punishing those who work against them fairly, but firmly according to their Quest-giver, otherwise add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you are firm, but fair, cite your achievements, or brag.

(36). Shuttering The Lamp

Ming Yi, Shuttering The Lamp (or Wounding of the Bright or Darkening the Light or Brightness Hiding), every day has its night. One shutters the lamp to conserve its fuel, and to allow one’s eyes to adjust to the darkness. You also contain an inner light, the philosopher’s fire of intellect, imagination and will, there are times when these too should be shuttered for your protection.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Shuttering The Lamp Quest indicates that we have entered a time of great darkness and danger, to walk around with a bright lamp at this time would make one a target. You must shutter that lamp to not be targeted. This often applies figuratively, where the Quest (or some aspect of the Quester's character) will place the Quester in opposition to the authorities, and the Quest must be accomplished with this added danger. For a example, if homosexuality and use of magic are both illegal, then a gay wizard Quester will have a much harder time protecting his prince, as both his sexuality and actions are likely to draw attention.

Quest Complete: When a Quest ends with The Shuttering of the Lamp Hexagram then the Quester is likely injured in the end. This is not a deadly injury, but does weaken the Quester, often by creating a new Hitch.

Gains: Gain Chi when you hide, keep low, or act stupid.
Gain Stress when you cooperate with others.

Unchanging Edge: You may add a Success Level to any Test or Ordeal Action in exchange for an Unsoakable Level of Wound. So taking a Distract Wound adds 1 Success Level, taking a Carnage Wound would add six Success Levels to the action or Test.
Changing Lines
  • Line 1 “Closing the Shutters”:
    Quest line: If the Quester is bold add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they are furtive and deprive themselves of even necessities in order to keep a low profile (for example, not leaving their hiding place, despite a lack of food) then they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yin when you hide, keep a low profile, or aren’t noticed.
  • Line 2 “Stumbling in the Dark”:
    Quest line: If the Quester has been wounded reduce the Wound one Level now automatically (Mortal becomes Crippling, etc) and all such Wounds are never fatal (no Dead or Destroyed Hitches may be created on the Quester), as long as the Quester flees immediately, they help others, or are helped by another. If they are not wounded themselves and do not help others who are injured, then add a Failure Level, Hurdle, or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you help another, or act while Wounded.
  • Line 3 “Gloaming Hunt”:
    Quest line: The sun is set and the twilight fades, but in the dying light the Quester and the opposition catch sight of each other. If either party tries to injure the other this will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal. However, if either party surrenders to the other, then this may bring a Success Level instead (if they discuss their differences and come to some mutually beneficial agreement).
    Character Gain: Gain Yin when you face your problems, capture an enemy, or travel during dusk.
  • Line 4 “Heart of Darkness”:
    Quest line: The Quester finds themselves in opposition territory (such as the villain's base), they get close enough that the enemies thoughts and plans are revealed to them, but staying too long will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal every few minutes.
    Character Gain: Gain Yang when you despair, have a bleak outlook, or recognise your own darkness in another.
  • Line 5 “The Shuttered Mind”:
    Quest line: The Quester is in danger and must hide what they really think, and their real motives to progress. They may be surrounded by the opposition and have to pretend to be of them, or they may discover those they thought were their allies actually have very different agendas. If the Quester is not successful in hiding their own motives and feelings then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you hide your motives, yourself, or act the fool.
  • Line 6 “Snuffing the Lamp”:
    Quest line: It is always darkest before the dawn, and just when things seem at their most evil, the evil turns on itself. The Quester will have to survive until and as the opposition turns upon itself. The Stakes are always at least High during this Ordeal, and sticking to their normal tactics, ethics or values adds a Failure Level, Hurdle or Obstacle to any Test or Ordeal.
    Character Gain: Gain Yang when you ignore mores, values, morals, or ethics, and walk a middle path.

(37). Family

Chia Jen, Family (or The Clan or Dwelling People), is symbolic of the support that an extended family provides. It is the family home, the kitchen and hearth, faithfulness, and everything we feel we are is usually gifted to us by our family. Rich or Poor alike can agree it is all they have at times.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Family Quest shows the Quester their duties, roles and responsibilities in their society, because the family is the microcosm of society as a whole, the father and mother represent authorities, the older son may also have an authoritative, but less responsible, role, whereas younger sons and daughters have roles that include obedience, but reduced responsibilities. The Family Quest therefore explores the Quester's social situation, whether as closely as their family, or as broadly as their species.

Quest Complete: The Quest that ends in the Family Hexagram is one that finds the Quester in a familiar place once again. This place is one that they find harmonious and should feel safe in (if only because they are used to it). The situation may make companions uncomfortable as it is dissimilar to their own home experience.

Gains: Gain Chi when you co-operate with, support, or are supported by another.
Gain Stress when your “family” or any of its members are threatened.

Unchanging Edge: You may, when working with family (or very close friends or lovers), add Incarna Draw (Boon Double Reduced) Success Levels to every action by a ‘family’ member once per Session / Chapter / Episode.
Changing Lines
  • Line 1 “Family Rules”:
    Quest line: Ground rules control how we all interact. If everyone follows the rules then there will be success (and add a Success Level to the Test or Ordeal). If the Quester deliberately breaks rules or laws to accomplish their goals then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you set or follow a rule.
  • Line 2 “Family Routine”:
    Quest line: The routine of the everyday is a busy enough schedule that Quester should be kept busy. If the Quester is kept too busy to work on their Quest, then add a Success Level to their Test or Ordeal. If the Quester is not too busy and manages to work towards their Quest goals then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you try to maintain order.
  • Line 3 “Family Peacemaker”:
    Quest line: There is some argument or trouble between members of the family or society. A balance between the needs of members and their responsibilities must be made, as at the moment some needs are being ignored and some responsibilities are not being performed. The Quester should help resolve these issues, or they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you talk about mutual benefits, expectations, or punishments.
  • Line 4 “Matriarch”:
    Quest line: The Quest involves a Matriarchal character. They may be an older woman, such as a Grandmother, or simply be a character concerned with the welfare of others within the society or family. The Quester should learn from this Matriarch, whether it be how to keep a family fed on a budget, or simply the power of working with others. If the Quester is wasteful, or does not work well with others for the benefit of all, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you work with others, or finances.
  • Line 5 “Patriarch”:
    Quest line: The Quest involves a Patriarchal character, they are respected and powerful, not to be feared, but trusted. If the Quester learns from their example then they will add a Success Level to the next Test or Ordeal. If the Quester does not show respect to others, or acts to undermine trust, then add a Hurdle, Failure Level, or Obstacle instead.
    Character Gain: Gain Yang when you show respect, or are shown it in return.
  • Line 6 “Family Business”:
    Quest line: The Quest involves some family business or social agenda that the Quester is expected to become a part of. If they accept their role in the business then they add a Success Level to the Test or Ordeal. If the Quester rejects the social agenda and their position within it, then add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yin when others gain any Sway or Chi.

(38). Opposition

K’uei, Opposition (or Polarising), tells us that there is a opposition to our ideas and purposes. It may be that some one disagrees with your ideas, or someone who used to agree with you has changed their minds and diverged from your beliefs, or that you are just alienated. Perhaps you are two people who are incompatible with each other, or that you are simply incompatible with anyone.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Opposition Quest is all about a powerful opposing force to the Quester. This might be a powerful monster, an influential group or a single character, often of immense intellect, wealth and political or criminal power. This oppositional force will oppose the Quester completing their Quest both indirectly and directly. The Opposition in the Quest will have their own goals and usually have their own Quest to complete, so while the Quester may not immediately be able to complete their own Quest, their small actions may disrupt the opposition Quest and lead to an opportunity to complete their own. Opposition Quests are polarising for the general populace, as the phrase “If you aren't for us, you are against us” applies to both sides of this Quest, and bystanders and common folk will be drawn into the conflict between the Quester and the Opposition.

Quest Complete: The Quest that ends with the Opposition Hexagram reveals a new opposition who directly opposes the Quester moving forwards. They may even begin a revenge Quest that is intended to undo the Quester's successes. It is a declaration that the Quester has a new enemy, and of course, you know — this means war.

Gains: Gain Chi when you or anyone nearby argues, disagrees, opposes or fights.
Gain Stress when someone agrees with you.

Unchanging Edge: When countering / parrying you may automatically Draw and play Incarna Draw (Boon Double Reduced) cards.
Changing Lines
  • Line 1 “A Lost Horse”:
    Quest line: The Quester encounters the Opposition directly, and unless they extremely cautious (hiding, calm, carefully worded communications) add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If the Quester tries to use force to overcome the Opposition at this time feel free to add additional Hurdles, Obstacles or Failure Levels as appropriate.
    Character Gain: Gain Yin whenever you lose or leave something (a fight, an argument, an object, a relationship)
  • Line 2 “Boss in the Street”:
    Quest line: By sheer chance the Quester will run into an authority that they may have been avoiding (perhaps the Quest-giver if they have made little or no progress on the Quest), this chance encounter helps the Quester, granting them an additional Success Level on their Test or Ordeal, perhaps as they have assistance from this authority. However, any misunderstandings or lack of honesty at this time may add a Hurdle, Obstacle or Failure Level to their Ordeal or Test instead.
    Character Gain: Gain Yin when you hold a grudge, or do not forgive another.
  • Line 3 “Wagon Halted”:
    Quest line: The Quester is frustrated and stuck, no matter what they try. No progress on the Quest can be made now (adding 2 Hurdles, Failure Levels, or 5 Obstacles to any attempts). Sometimes this blockage appears physically, with traffic halting any progress the Quester may try, but more often this is a figurative blockage in the way.
    Character Gain: Gain Yang when you act frustrated, humiliated, or misunderstand a situation.
  • Line 4 “Isolated”:
    Quest line: The Quester is isolated, separated from their companions, and surrounded by those loyal to the opposition. They may even be a prisoner of the enemy. However, this isolation places the Quester in contact with a potential ally, who also opposes the opposition for a different reason. Normally, until the ally is met the Test or Ordeal has an added Failure Level, Hurdle or Obstacle but once the alliance is made this adds a Success Level.
    Character Gain: Gain Yin when you are alone.
  • Line 5 “Heroes Always Fight When they Meet”:
    Quest line: The Quester meets a rival Quester, who has goals aligned completely with the Quester. Typically misunderstandings, disguises, isolation, and lack of communication cause these Questers to believe each other to be the opposition, and they fight. This fight is an additional Ordeal added to the Quest, and is usually Medium or High Stakes, sometimes the Questers are known to each other, and occasionally they may even be companions who believe the Quester was killed by the opposition.
    Character Gain: Gain Yin when you misread a situation, or apologize.
  • Line 6 “Companion Devils”:
    Quest line: The Quester must either keep company with the opposition, having earned their respect or trust, while hiding their Quest as they complete it secretly, or the Quester suspects their own companions are agents for the opposition. Usually, there is no mole, but the Quester may drive their allies away with this mistrust and defensive attitude, adding a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal.
    Character Gain: Gain Yang when you talk to your enemies.

(39). Obstacles

Jian, Obstacles (or Obstruction, Barriers, or Limping), signifies the Obstacles that get in the way of us achieving our goals. Obstacles and barriers force us to Innovate to bypass or defeat them. Overcoming our barriers is part of our growth process.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Obstacles Quest is one that signifies a great danger lies ahead, the Quest will be more difficult and dangerous at every turn than the Quester would want or expect. Every Ordeal that occurs during the Quest will have at least one additional Obstacle, and Obstacle Quests always have at least one Hurdle that must also be overcome (even if that Hurdle is the Quester's own Embodiment Facet. These Hurdles often relate to faults (particularly Flaws and other Hitches) in the Quester, rather than external forces working against them.

Quest Complete: When the Quest ends with the Obstacles Hexagram then the Quest veers in the end into dangerous territories. This often adds an immediate Ordeal, that must include at least three Obstacles (usually dangerous traps, fights and the like), and at least one Hurdle.

Gains: Gain Chi when you meet an Obstacle, Hurdle, Snag or Fray or another barrier or set-back and change direction or work around the issue, rather than confront it head on.
Gain Stress when you take on an Obstacle, Hurdle, Snag or Fray head on.

Unchanging Edge: You may play any card as a Yarn Obstacle once per Stage, and you may add Incarna Draw (Boon Double Reduced) Success Levels to any action to do with Obstacles.
Changing Lines
  • Line 1 “Going Leads to Obstruction”:
    Quest line: If the Quester attempts to push forwards, rather than hold their position, then add a Hurdle, Failure Level, or Obstacle to the Test or Ordeal. The Quester who holds their position, and assesses the barriers to their progress, and how best to deal with them, they may add a Success Level to the Test or Ordeal.
    Character Gain: Gain Yang when you do not go first.
  • Line 2 “The King’s Servant Obstructed”:
    Quest line: The Quester is offered a choice, that simply places an additional Hurdle, Failure Level or 2 Obstacles on their Test or Ordeal, if they continue with the Quest, or duties. An authority (perhaps even the Quest-giver) may recommend to the Quester to abandon the Quest completely.
    Character Gain: Gain Yang when you face a problem or don't follow advice.
  • Line 3 “Coming Back”:
    Quest line: The Quester is faced with a situation where one choice will harm their companions or innocents (often applying an Unsoakable Wound or an Obstacle, Failure Level or Hurdle to their next Test or Ordeal Actions) and the other choice will harm their chances of completing the Quest (adding a Hurdle, Failure Level, or 2 Obstacles to the Test or Ordeal).
    Character Gain: Gain Yin when you are back in a place you have been before.
  • Line 4 “Return for Help”:
    Quest line: Reaching the next barrier the wise Quester would stop here and wait for their companions to join them. If the Quester has companions then they can add a Success Level to the Test or Ordeal, but if they try to push on alone, add a Failure Level, Hurdle or Obstacle.
    Character Gain: Gain Yang when you ask someone for help.
  • Line 5 “Friends Arrive when Obstacles are Biggest”:
    Quest line: The Quester should encounter another character who is already caught upon an obstacle or barrier. If the Quester chooses to help this other character past their barrier, the character will help the Quester past their barrier (add a Success Level). If the Quester does not help the stuck character, then add a Hurdle, Failure Level or 2 Obstacles to the Test or Ordeal.
    Character Gain: Gain Yin if you help another past a barrier or Obstacle.
  • Line 6 “Coming Leads to Triumph”:
    Quest line: The Quester cannot ignore or remove themselves from Obstacles, they can only face the Obstacles and try to power through. Adding an Obstacle or Hurdle will also add a Success Level, attempts to avoid Obstacles or circumvent a Hurdle will add Failure Levels, Hurdles and more Obstacles.
    Character Gain: Gain Yang when you prepare an action.

(40). Burst Asunder

Jie, Burst Asunder (or Liberation, Removing Obstacles, Taking Apart, or Deliverance), is symbolic of untangling that which binds. It is the breaking of bonds, destruction of barriers, and piercing of security. It is a warning to let go of emotional ties, anger and the negative thoughts that plague us all.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Burst Asunder Quests are most often heists, capers or prison-breaks, the Quest opposition have strong defences that will have to be penetrated by the Quester and any companions in order to secure the object of the Quest. A Burst Asunder Quest is barely dealt with simply, there will be layers of security and each layer will require dealing with very differently, guards may be intimidated and killed, walls may be tunnelled through, laddered over or blown up, locks may be picked, or keys may be stolen, and sometimes the Quester may have someone on the inside (or have to become the “insider”) or the Quester may be a prisoner trying to burst out. Burst Asunder Quests are at least Medium Stakes and always contain at least one High Stakes Ordeal (either firearms are being waved around or someone is climbing in a dangerous situation).

Quest Complete: The Quest that ends with the Burst Asunder Hexagram ends with a huge lifting of Tension. The Quester may be worried about the Quest-giver or another authority having a negative response to them returning with the Quest complete, but of course, they are actually more pleased the Quester has survived the Quest than if they even completed it. The Burst Asunder ending is the glorious return to home, and a outpouring of emotion from those who stayed at home.

Gains: Gain Chi when you open a door, defeat bypass an Obstacle, or rest safely.
Gain Stress when you swear revenge.

Unchanging Edge: You may once per Stage, add Incarna Score (Boon Reduced) to any roll, test or Ordeal Card Pips, to do with barriers, doors, or Obstacles.
Changing Lines
  • Line 1 “Without Blame”:
    Quest line: The Quester full of confidence in their plan, adds a Success Level to their Test or Ordeal. Usually this takes the form of a successful intelligence gathering, or initial team assembly.
    Character Gain: Gain Yang when you act confident.
  • Line 2 “More Cunning than a Fox”:
    Quest line: The Quester and the assembled companions must formulate a plan of attack. This plan is often cursory in nature, and may include more information gathering and recruiting specific team members or specialists. Care should be taken to not come to the attention of the opposition or the authorities at this time, or the Quester will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you are cunning, careful or uncover the truth.
  • Line 3 “A Fool and His Money”:
    Quest line: The Quester must identify the target, whether this is the opposition, or the object, depending upon the Quest Facet. Correctly identifying the proper target will add a Success Level, but any mistake at this point will add a Hurdle, Failure Level or numerous Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you are foolish or spend Chi.
  • Line 4 “Liberate Yourself”:
    Quest line: One of the Quester's companions is secretly working against the group. They may be a mole for the opposition, or be working for another authority with a different Quest. Something causes them to tip their hand and this creates an opportunity for the Quester to root them out and separate them from the others. Failure to root out the mole will add a Failure Level, Hurdle or Obstacle as genuine friends and companions will begin to leave or fear for themselves.
    Character Gain: Gain Yin when you act as though adventure awaits you, or you just met your new best friend.
  • Line 5 “Self-Deliverance”:
    Quest line: The final barrier between the Quester and the target is revealed. Only the Quester has the skills, talents and powers of all the companions to complete the Quest, but if they rely on the other companions to complete parts of this Ordeal then they will add a Success Level.
    Character Gain: Gain Yang when you are earnest, sincere or optimistic.
  • Line 6 “Shooting A Hawk From The Wall”:
    Quest line: If all has gone well the object of the Quest is in the Quester's hands, now all that remains is to escape with the goods. If the Quester has a good plan that will still work, or takes a moment to make a new plan then they can add a Success Level, but if their plan is already compromised and has no suitable contingency then add a Hurdle, Failure Level or 3 Obstacles to the Test or Ordeal.
    Character Gain: Gain Yang when you race to be first or best at anything.

(41). Reduction

Sun, Reduction (or Decrease or Diminishing), is symbolic of the falling blossom in late spring, and the falling leaves of autumn. Periods of growth are followed by dying back, and everything in nature cycles. Sometimes the decrease is nothing more than a transformation, as trees bloom, then fruit.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Reduction Quest indicates the situation is precariously balanced, any large, ill-considered action could upset this balance, causing disaster for the majority of people. This situation might mimic the plight of a village caught between two warring tribes, or a lord who must raise taxes to repay a debt he owes, or risk forfeiting the land and its people to his evil debtors. For the Quester this means there is often two different sets of opposition, both of which oppose the Quest for different reasons. Both of these opposing parties may have Quests of their own that intersect and interact with this Quest. The Quester is encouraged to perform only small considered actions in this environment, and not draw attention to themselves, as it will add additional Hurdles, Obstacles or Failure Levels to the Tests and Ordeals of the Quest.

Quest Complete: A Quest that ends in the Reduction Hexagram indicates a Quest that ends in some sacrifice by the Quester. This sacrifice is most often a pledge (or Hitch Taboo / Duty ) to never again use some power or device that they developed for the purpose of the Quest. Sometimes the Descendant that granted the power will be destroyed, but more often it is locked away, to cause trouble later. The sacrifice made must be voluntary, made by the Quester for their own good as much as the good of others.

Gains: Gain Chi when another spends Chi nearby.
Gain Stress when you spend Tao or Facet Sway.

Unchanging Edge: Once per Story you may double your current Chi instantly.
Changing Lines
  • Line 1 “Going Quickly”:
    Quest line: Things may be going well for the Quester to begin with. They may be offered help or asked for it by another. If they are asked for help and withhold it, or accept any help they are offered, then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. The Quester who accepts no help, but freely offers their own to others will add a Success Level.
    Character Gain: Gain Yin when you help another or turn down help.
  • Line 2 “Increase Others”:
    Quest line: An authority (perhaps of the opposition) asks the Quester to help them somehow, this help it turns out will reward the Quester, but may go against their principles (or against their companions principles). Providing this aid, but not compromising their principles will add a Success Level. Failure to assist at all, or compromising those principles will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you give 2 or more Yin to another.
  • Line 3 “Three Left, Only Two Arrive”:
    Quest line: There is a problem in the Quester's companions, at least one of the companions does not get on well with some of the others, usually due to jealousy, but this may be due to a connection to one or other of the opposition parties. When this occurs, keeping all the companions will mean that the Quester must add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. Reducing the number of companions by even one will solve this. Leaving all bar one of the companions, will allow the Quester to add a Success Level.
    Character Gain: Gain Yang when you work alone, or in pairs.
  • Line 4 “Decreasing Faults”:
    Quest line: The Quester is offered the opportunity to decrease the Boon of a Hitch, this may be as a step towards eventual resolution of the hitch or is more often some remedy or treatment that is offered by a third party. If this aid is accepted then the Hitch will be reduced in Boon somewhat (around Phoenix Score Boons). If the aid is not accepted though, this may complicate matters for the Quester, adding a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you avoid triggering a Hitch, or work with others.
  • Line 5 “Others Benefit You”:
    Quest line: The Quester has a short period of great good fortune, they add a Success Level to the Test or Ordeal, this is usually because the Quester is helped by almost everyone they meet.
    Character Gain: Gain Yin when you succeed.
  • Line 6 “Increase Without Decreasing Others”:
    Quest line: The Quester makes a gain, but it is a gain that they can allow to benefit everyone, such as secret knowledge they may make public, rather than than a treasure or item. If the Quester tries to keep this treasure for themselves then this will cause them problems, and add a Failure Level, Hurdle, or Obstacle to the Test or Ordeal. If they share this gift as intended then they may instead add a Success Level.
    Character Gain: Gain Yang when you pay a price or make a sacrifice.

(42). Increase

Yi, Increase (or Accumulating), follows decrease as growth follows die back, spring follows winter and day follows night. What is springs from what is not, as the universe sprang from nothingness through the big bang and matter and energy cannot be destroyed, but only transformed.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Increase Quest describes a situation where the Quester has great fortune. Everything they attempt, whether in a Test or Ordeal, will add a Success Level, and they may help others with great efficacy. Increase Quests usually include travel over water, often as part of a business trip or vacation, and typically include a Gain.

Quest Complete: The Quest that ends in an Increase Hexagram, signifies a Quest that rewards the Quester with a gain that usually means the resolving of a Hitch, or a Training / knowledge Descendant.

Gains: Gain Chi whenever another gains Chi nearby.
Gain Stress when you act quickly or boldly.

Unchanging Edge: All Chi gained by the Character from any source is doubled
Changing Lines
  • Line 1 “Positioned for Greatness”:
    Quest line: The Quester is incredibly well positioned for some opportunity, perhaps they are behind the opposition, flanking their forces, or they have some resource already procured that is essential to the Quest. The Quester adds an additional Success Level to all actions, whether in a Test or Ordeal.
    Character Gain: Gain Yin when you observe and think before acting.
  • Line 2 “Someone Increases You”:
    Quest line: Someone, often an authority, assists the Quester, a Quarter-master for example may gift them equipment or training for the problems ahead (in these cases the equipment should be specific to the Tests and Ordeal Obstacles ahead). This assistance typically grants the Quester an additional Success Level on the Test or Ordeal.
    Character Gain: Gain Yang when others gain Yin.
  • Line 3 “Increased By Misfortune”:
    Quest line: Another character is affected by a great misfortune, loss, or injury. If the Quester assists this character, they will be assisted in return in their Quest, adding a Success Level to their Test or Ordeal. If they do not help this will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when anyone nearby fails.
  • Line 4 “Increase The Middle”:
    Quest line: The Quester is asked to mediate a negotiation between two parties, often including an authority character, and very often a rival or opposition character. If they are fair and even-handed, during these negotiations then you will add a Success Level, but if the Quester favours either party then they will suffer a Failure Level, Hurdle or Obstacle on their Test or Ordeal.
    Character Gain: Gain Yang when you act as a middle man, negotiate or interfere in another’s business.
  • Line 5 “True Heart”:
    Quest line: The Quester is offered an opportunity to demonstrate generosity, charity or kindness. This may be as simple as leaving a tip for waiting staff, being approached by a business seeking investment, or passing a street-beggar. If the Quester is generous, kind or charitable then they will add a Success Level to their Test, Ordeal, and their next Social Ordeal, as their generosity is noticed. Failure to demonstrate generosity will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal, but does not affect their next Social Ordeal.
    Character Gain: Gain Yin when you are kind, generous, or lucky.
  • Line 6 “Increasing No One”:
    Quest line: The Quester who is generous without fault, and who offers charity to all, without thought, will cause themselves misfortune. It may be the beggar they paid, and is following them around “helping”, is a spy for the opposition, perhaps the tipped waiter is an agent of chaos, or the business that they invested in provides weapons to the opposition. If the Quester is not careful, and their generosity is not limited to helping only those who are deserving then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you vacillate, change your mind, or act uncertain.

(43). Displacing

Guai, Displacing (or Breaking Through, Resoluteness, Resolve, or Determination), is about reaching a break through in your thinking. Moving from Displacing to Deciding and then Determination is often the only way to move beyond your self-imposed limits.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest: The Displacing Quest indicates a situation where evil people are in authority. The area the Quest is set in may be ruled by an despicable dictator, greedy governor, ignoble nobles, incompetent civil servants, or corrupt politicians. During the Quest these forces are usually destabilised, exposed and removed, not always as a direct result of the Quest itself, or even the Quester, although they will play a part in this change as the evil authority is usually at least connected to the opposition in the Quest, but are rarely directed .

Quest Complete: The Quest that ends with a Displacing Hexagram involves the Quester having to make an important decision, or bring a warning home. The decision they must make will affect a great number of people, and they must tell them of this decision before it affects them directly, or perhaps the Quester overheard enemy plans, or found out the culprit of a crime, and must carry that information home. Even this creates a decision for the Quester, who should they tell first, and what do they do to prove what they say is the truth?

Gains: Gain Chi when you blame someone else, make a decision, or fight for your beliefs.
Gain Stress when you do not call out misdeeds, crimes and shameful actions when you see them.

Unchanging Edge: You may redirect any direct attack upon you to an Ally or Descendant once per Scene.
Changing Lines
  • Line 1 “Bitten Off More Than You Can Chew”:
    Quest line: The Quester has accepted the Quest, but the first Test or Ordeal is already too much for them. This Test or Ordeal is more difficult than might have been expected, and the Quester will have an additional Failure Level, Hurdle or Obstacle on their Test or Ordeal. The Quester should abandon this too difficult Test or Ordeal and plan around it instead somehow.
    Character Gain: Gain Yin when you act pessimistic, or abandon a task before completing it.
  • Line 2 “Displaced Alarm”:
    Quest line: There is an alarming situation, where the Quester may think themselves under attack. This turns out to be a false alarm, but if the Quester was unprepared they will suffer a Failure Level, Hurdle or Obstacle on the test or Ordeal anyway.
    Character Gain: Gain Yin when you act paranoid, defensive or alarmed.
  • Line 3 “Clenched Jaw”:
    Quest line: The Quester will find themselves the subject of malicious gossip, unfounded accusations, or personal attacks. If they ignore and walk away from this angering situation then they may add a Success Level to their Test or Ordeal. If they are drawn into argument, or worse combat, then they will suffer an extra Failure Level, Hurdle or Obstacle on the Test or Ordeal.
    Character Gain: Gain Yin when you laugh, bite your tongue or do not answer.
  • Line 4 “Determined Shepherd”:
    Quest line: The Quester is warned off some action by an authority. If they heed this advice all will be fine, but if they proceed with the action it may result in injury, adding a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you argue, risk punishment, or realise you were wrong.
  • Line 5 “Displacing Weeds”:
    Quest line: The Quester encounters weed-like opposition, difficult to eradicate and inclined to return whenever they try. This usually involves an Ordeal and a fight. If the Quester behaves in an evil manner themselves then add an additional Hurdle and Obstacle.
    Character Gain: Gain Yin when you remove, kill or destroy something that stands in your way.
  • Line 6 “Displaced Monologue”:
    Quest line: For the Quester their time of victory should be soon at hand, but they may still stumble and snatch defeat from the jaws of victory if they are not careful. The Quester must have a detailed plan, and explain that plan to their companions. However, if any member of the the opposition overhears this plan it will add a Failure Level, Hurdle or Obstacles to the Test or Ordeal, this will often cause the evil authority to escape.
    Character Gain: Gain Yang when you explain your goals, plans, or motives.

(44). Encountering

Gou, Encountering (or Coming to Meet), when any two people meet there is a chance for a deeper connection. Encounters can vary in nature, some being positive experiences and others being negative. In this case the encounter comes to you, as an inferior man to his master, or as a lover may visit.

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Encountering Quest indicates a situation where the Quester will have a significant encounter during the course of the Quest. This encounter is often with a femme fatale type, who will disrupt the Quest by distracting the Quester, but it can also mean encounters between an authority and his people, and it is through this encounter that a Lord rules his lands. This situation favours Ordeals over Tests and will often include so-called “random encounters” with low to mid-level threats that may use Yin based “soft” tactics rather than direct force.

Quest Complete: The Quest that ends in the Encountering Hexagram ends with a dramatic encounter between the Quester and some other character (often the authority and opposition). This encounter may not be the dramatic fight you first envision here, more often it is some element of diplomacy or negotiation that this encounter revolves around.

Gains: Gain Chi when you delegate a task, influence, or seduce another.
Gain Stress when you abuse your power, authority or connections.

Unchanging Edge: You may play Wyrd Tarot cards from your Hand upon your Allies without physical contact.
Changing Lines
  • Line 1 “The Ties That Bind”:
    Quest line: The Quester is made responsible for the actions of another (often the femme fatale, or a pet) by an authority. If they do not constantly check on what this character does then they will find a way to add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This is like a pet puppy, if not trained when it is young and small, it will be untrainable when grown and dangerous.
    Character Gain: Gain Yang whenever you restrain or restrict another.
  • Line 2 “Hidden Encounters”:
    Quest line: The Quester encounters someone or something useful to them, but that is not generally known. If they keep this secret then add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , however if they let others benefit from this encounter then they will add a Success Level instead.
    Character Gain: Gain Yin when you gloss over the details, or do not reveal your true emotions.
  • Line 3 “Agreeable Encounter”:
    Quest line: The Quester is offered a temptation by a character they encounter. This is often a one night stand, sexual liaison, night on the town, party or a similar situation. As long as the Quester does not go too far, and anticipates any potential problems, all will be well, if unanticipated problems occur though they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you agree with another or are indecisive.
  • Line 4 “Deficient Encounter”:
    Quest line: The Quester runs the risk of becoming estranged from their companions, sometimes this is because the Quester has devoted too much attention to another character (the femme fatale, often). At least one companion will leave, at least for a while. This lack of companion usually causes a Failure Level, Hurdle or Obstacle to be added to the Test or Ordeal.
    Character Gain: Gain Yin when you beg (cash, a favour, for your life)
  • Line 5 “Encountering Stupidity”:
    Quest line: The Quester encounters some expression of stupidity, ignorance, or illogical behaviour. This is often performed by a bystander, who might (as an example) be trying to get a cart through a gateway too small for it, believing it will fit if they can find the right angle (or a dog trying to do the same with a long stick holding it in the middle), although it may occasionally be an expression of the status-quo, through ignorant law-enforcers, or illogical politicians. Only by the Quester demonstrating correct thinking will they not add a Hurdle, Failure Level, or Obstacle to their Test or Ordeal, if they can, by some miracle, fix the stupid then they will gain a Success Level instead.
    Character Gain: Gain Yin when you act dumb, drunk or ignorant.
  • Line 6 “Encountering Horns”:
    Quest line: The Quester will encounter a situation of ill-tempered and often violent opposition. This situation should not be met with violence, but should be withdrawn away from. Withdrawing will add a Success Level, engaging in the fight will add a Failure Level, Hurdle or Obstacle to the Quester's Test or Ordeal.
    Character Gain: Gain Yin when someone uses by violence.

(45). Gathering

Cui, Gathering (or Gathering Together or Clustering), is symbolic of social interactions and networks. It can represent parties, crowds, businesses, communities, political rallies, or viral marketing. It is enthusiasm, and shared goals, rather than romantic or familial affection.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Quest: The Gathering Quest is set with a backdrop of some great gathering of people, this might be a party, a stay with extended family, a religious or social holiday or feast such as Christmas or a post-colonial societys Independence Day, or some other mass gathering such as a job-fair, protest march, or sports event. Such gatherings inevitably bring with them jealousies and rivalries, and often are initiated by a leader within the group who has some unquestionable plan, or moral force, that must be obeyed and hence forces everyone to attend the gathering. Large gatherings are also easy pickings for the likes of Pickpockets and energy vampires (both literal and figurative), so maybe add a few of both into a large enough gathering.

Quest Complete: The Quest that ends with the Gathering Hexagram is likely one that ends with a large gathering of many people, this may be a mass protest, the massing of a horde, a wedding party (common to romantic Quests), or occasionally funerals. There is often a bitter-sweetness to these endings, where those who have been lost during the Quest are remembered at the last here.

Gains: Gain Chi when you share a goal with another, when you enter a crowd, or work towards a common or community goal.
Gain Stress when you draw attention to yourself.

Unchanging Edge: Once per Scene you may add Incarna Draw (Boon Double Reduced) Success Levels to the actions of everyone working towards the same goal as you.
Changing Lines
  • Line 1 “Offering a Hand”:
    Quest line: The Quester is placed in a situation where either they must ask for help, or hear another asking for help and can offer assistance (it is usually easier to set up the latter, but the former is more fulfilling if it can be arranged. If the Quester asks for help it will be given, and they will add a Success Level (the same occurs if they give aid to another). Failing to ask for assistance, or failing to aid one who asks for help will complicate the Quest adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you offer someone a hand (a handshake or either a literal or figurative helping hand).
  • Line 2 “Drawn Together”:
    Quest line: The Quester will encounter a group, or an individual, who they have some common interests and connections. If they join this group and work together, they become companions, and will add a Success Level to the Ordeal or Test, but if they turn aside from this group it will complicate things, adding at least one HUrdle, failure Level or Obstacle to the Test or Quest.
    Character Gain: Gain Yang when you join or act as part of a group.
  • Line 3 “Gathering of Sighs”:
    Quest line: The Quester encounters a group that appears attractive to join, however some members of the group are opposed to the Quester's joining them. The Quester may be turned away, unless they find some member who may be persuaded to speak for them and open the door. Managing to join the group would grant a Success Level to the Test or Ordeal, but failing to join does not apply any penalties.
    Character Gain: Gain Yang when you try to listen to or understand another.
  • Line 4 “Gathering to Help”:
    Quest line: If the Quester helps the gathering, offering to help those who need it, volunteering their services, offering friends professional work at cheaper prices, or whatever, then they will gain a Success Level, failure to acknowledge the gathering and helping out would both add a Failure Level, HUrdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yin when you attempt to help others.
  • Line 5 “Untrusted Gathering”:
    Quest line: The Quester or one of the companions has a secret. If they keep it, it will breed mistrust adding a Failure Level, Hurdle or Obstacle to the Test or Ordeal. If they are open and honest with each other though then they will add a Success Level instead.
    Character Gain: Gain Yin when you act as though you do not trust someone.
  • Line 6 “Lamenting or Sighing”:
    Quest line: Intense feelings will emerge at the gathering, whether in the Quester or one of the companions, these emotions will usually add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , but if these feelings are aired and discussed, the root cause of these emotions can be exposed and they may add a Success Level instead.
    Character Gain: Gain Yang when you ask others about their feelings.

(46). Ascending

Shêng, Ascending (or Pushing Upward), is another growth Hexagram, this is the exertion that one must make to get to the top of a cliff, or a social structure. Climbing, rising and flying are all examples of the power of Shêng. It warns us that anything worth reaching for is going to take time to achieve, and that we have to push upward to get there.

Trigrams

Upper Trigram


(8). Earth

Three broken Yin lines create an image of dark, rich, fertile farm soil, receptive and passive to the creativity of Heaven.

Quest: Earth Quests are usually passive in nature, you may tend, nurture or gather some resource, but you will defend rather than attack, react to another rather than act. These are the Quests of nurturing, listening, devotion and loyalty, they require the Quester to endure and survive, not fight and win.

Quest Complication: Earth Quests are very passive, any dynamic Yang actions that are attempted will be faced with an additional Failure Level or Obstacle created by the Anti-Facet of the Yang Action.

Quest Steps: Earth Quests consist of at least one Yin Facet Ordeal when they are the base of the Hexagram and one Yin Facet Test when at the top.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Ascending Quest describes a situation where the Quester can climb a social, political, rank or even physical ladder. This climb is intended to be an active struggle, with the Difficulty and Stakes climbing steadily throughout the Quest. The Quester may have to face a power imbalance, violence, or demonstrate strong perseverance in order to proceed.

Quest Complete: The Quest that ends in the Ascending Hexagram indicates the Quest has a final Test or Ordeal, where the Quester is offered a moment to grow, or at least demonstrate the growth that they have already achieved. This growth is often a gain of a Proficiency, Annex, or an alternate personality, although they may also Resolve a Hitch. The Test or Ordeal may reflect their prize, but often will not.

Gains: Gain Chi when you roll above average, are flexible or adaptable, move up or climb.
Gain Stress when you encounter an Obstacle or Hurdle.

Unchanging Edge: Once per Session / Chapter / Episode you may add Incarna Value to any Roll, or Incarna Boon Pips to any Ordeal Card.
Changing Lines
  • Line 1 “Ascending Confidently”:
    Quest line: The Quester is just beginning their Quest and they are like a walker starting to climb a hill, confidently facing their goals will add a Success Level, as those atop the hill may look down and admire the confidence of those just beginning their climb. Distraction from their goals, indecision or a lack of confidence will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal , as those above can clearly watch these deviations.
    Character Gain: Gain Yang when you approach a goal directly.
  • Line 2 “Ascending the Pyramid”:
    Quest line: The Quester is directly challenged, something about their behaviour or appearance is singled out as strange or odd by one of the characters. If the Quester tries to blend in, change their appearance, or alter this behaviour then they will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal. If they are honest, sincere, or pay a small sacrifice then add a Success Level instead.
    Character Gain: Gain Yin when act odd, speak bluntly, or you pay an Umbral Sacrifice, receive a Flesh Wound or worse.
  • Line 3 “Ascending to an Empty Floor”:
    Quest line: The Quester has reached an area where their progress is inherently easier, but there are no gains to be made. All Obstacles are removed from any Ordeal that may be attempted (although they will instead be added to the next Ordeal the Quester encounters), but the Success of this Test or Ordeal is worthless to the Quester in meeting their eventual goals anyway. The barriers are removed, but unless momentum carries the Quester forward no progress can be made.
    Character Gain: Gain Yin when you notice something is missing, or enter an empty room.
  • Line 4 “King's Sacrifice atop Pyramid”:
    Quest line: The Quester is honoured by an authority, this honour may often add a Duty, Devotion or Taboo Hitch to the Quester, which can be seen as a sacrifice. This honour will often include a promotion, increase in popularity, money, land, power or a similar change in rank. This was usually the Quester's immediate goal (although it may not exactly be the Quest goal always), and they have achieved it early.
    Character Gain: Gain Yang when you make any sacrifice, pay any cost, or participate in any Test or Ordeal.
  • Line 5 “Ascending by a Stream”:
    Quest line: The situation around the Quester changes now, becoming perilous, or dangerous in some way, as a path by a stream may be wet and slick underfoot. The Quester who is busy celebrating previous ease of passage, or their accomplishments may stumble and fall. The Test or Ordeal has an additional Hurdle, Failure Level or Obstacles, and failure will cause the entire Quest to fail now, however the Quester who is methodical, calm, unhurried and careful will add a Success Level.
    Character Gain: Gain Yang when you are calm, out of breath, wet, or slip.
  • Line 6 “Ascending in Darkness”:
    Quest line: The Quester reaches a situation in which they are blind, this may be literally, such as when one tries to climb stairs in darkness, but more often is a figurative inability to see the way to their goal. Pushing on blindly will bring exhaustion adding a Failure Level, Obstacle or Hurdle to the Test or Ordeal. The Quester should retreat and rest, awaiting daylight (figuratively or literally) and trying again, as that will bring a Success Level.
    Character Gain: Gain Yang when you roll below average, stumble, or are careful.

(47). Exhaustion

Kùn, Exhaustion (or Oppression or Confining), is a symbol of confinement. It is the prisoner, exhausted in his prison cell, or a tree hemmed in by buildings, not getting enough light. It is the Oppression of the Pressed side of a Conflict. This is a dried lake bed, a period of decline, but the rains should come.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Exhaustion Quest indicates a situation of oppression, imprisonment or simply being exhausted. The Quester is usually a part of the Pressed side of the conflict and the opposition is from the dominant side, trying to break their spirits and wear them down. These times are hard, and there is little that can be done to break this oppression at this time. The Quester will however usually make gains in strength and wisdom (adding Proficiencies, Annexes, Allies and Descendants) during this time, as working yourself to exhaustion trains the body to be stronger.

Quest Complete: The Quest that ends in the Exhaustion Hexagram ends with the Quester in a bad place. They may be imprisoned due to the events that occurred, or just be exhausted and have to spend a great deal of time recovering their strength. The Quester can expect heavy wounds and new Hitches as a result of this ending to a Quest.

Gains: Gain Chi when you act tired, exhausted, hopeless or oppressed.
Gain Stress when you talk about your positive feelings.

Unchanging Edge: During any Ordeal once per Stage you may play an Ordeal Card as a Wyrd Tarot Card.
Changing Lines
  • Line 1 “Exhausted and Gloomy”:
    Quest line: The Quester is oppressed, or exhausted, but they must meet this time with good humour and resilience. Acting gloomy or depressed seems like a normal response, but will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you act depressed or pessimistic.
  • Line 2 “Exhausted, but Rich”:
    Quest line: The Quester is rewarded for some action (the last Test or Ordeal) with an abundance (often in the form of a celebratory meal, a party or drugs). If they enjoy this meal, party or experience then this adds a Failure Level, Hurdle or Obstacle to their Test or Quest. If they reject this hedonism, then they will instead add a Success Level.
    Character Gain: Gain Yin when you are hedonistic, eat a meal or indulge in a luxury.
  • Line 3 “Exhausted, but Unmarried”:
    Quest line: The Quester encounters a problem that has nothing to do with their oppression, but their own indecision or recklessness, this situation can occur in two main ways. The Quester may rely upon something that should not be relied upon, such as running across a bridge that has been damaged by a storm, it is not the oppressors fault if that the bridge collapses beneath them, or the Quester may choose a direction that dead-ends, again it is not the oppressor's or wall's fault if they bang their head upon it. If the Quester avoids this problem by care and firm decision making then they will not add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yang when you are frustrated, blame others for your problems, or keep a secret.
  • Line 4 “Peer Pressure”:
    Quest line: The Quester finds themselves surrounded by peers (co-workers, friends, allies, companions) who do not think the same as the Quester on a certain issue (usually unrelated to the Quest). These peers may encourage the Quester to do something they otherwise would not, or may discourage a behaviour that would come naturally to the Quester. This peer pressure can be expressed as a Failure Level, Hurdle or Obstacle, but any trouble caused is temporary.
    Character Gain: Gain Yin when you feel oppressed by your peers / friends / allies or guild, are made to do something you would rather not, or stopped from doing what you should.
  • Line 5 “Irrepressible Spirit”:
    Quest line: The Quester is oppressed from all angles, disrespected by those beneath them, pressured or disregarded by peers and oppressed or bullied from above. No one will offer the Quester assistance, nor will anyone ask for their help. The Quester should spend their time in rest, meditation, prayer or planning, or suffer a Failure Level, Hurdle or Obstacle on their Test or Ordeal.
    Character Gain: Gain Yin when you fail, lose ground, are wounded, or try something new.
  • Line 6 “Exhausted Amid Vines”:
    Quest line: The Quester may feel unable to continue, boxed-in, confined, held back, often by mistakes in the past or fears about the future, however this is based upon a situation that has already changed. The oppression is already lifting, in fact in some cases it has already lifted completely. The Quester who acts, without fearing this false situation does not add a Failure Level, Hurdle or Obstacle, unlike those who do.
    Character Gain: Gain Yang when you are cynical, regretful or fear change.

(48). The Well

Jing, The Well (or Welling up), is symbolic of deep resources, but also of things that cannot be altered. You can move every building in the village, except the well. Wells are tied in place, forced to be where they are by greater forces. Unseen and unrecognised potential can well up within anyone, as can deep fears and wounds.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Well Quest describes a situation where a singular resource has become essential to the well-being of the community (just as a town's drinking water is always important to the people). The opposition usually threatens the source of this resource, directly or indirectly (perhaps even going so far as to poison the well, or dry it up). Such Quests usually involve a community coming together to defeat the threat to their shared resource. Sometimes this Quest will play out with a local factory, forest, quarry or mine acting as a figurative well.

Quest Complete: When the Quest ends in the Well Hexagram then the Quest ends with some threat to the community, social structure or religion that surrounds the Quester. Usually this threat is direct from the opposition and affects a whole community, and usually leads into another Quest to alleviate this new threat.

Gains: Gain Chi when you tell an anecdote, a story, a dream, or joke.
Gain Stress when you act carelessly or quickly.

Unchanging Edge: You may Once per Session / Chapter /Episode Draw an additional Incarna Score (Boon Reduced) cards and play them instantly as Wyrd Tarot Cards, or add them to your Ordeal Pool.
Changing Lines
  • Line 1 “The Muddy Well”:
    Quest line: The resource relied on by the community is old, corrupted, or failing. If this genuinely was a well, the water is muddy and polluted, causing disease in those that drink it. The Quester should be confronted with an example of this corrupted resource, if they fail to notify the community that relies upon the resource add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you are neglectful, ignore work that should be done, or act independent.
  • Line 2 “A Hole In The Bucket”:
    Quest line: The resource the community relies on is unreliable, or in a state of disrepair, those in charge of it have done no maintenance, and this could lead to waste and potentially danger. The Quester should observe some sign of a lack of maintenance, failing to repair it, or warn those who could will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you neglect others, act mad or forgetful, or spill something.
  • Line 3 “No One Drinks”:
    Quest line: A resource is available, but not being used, this may be because of some law or ordinance that forbids the usage of the resource, or it maybe that the resource is a person who is being under utilised by the community. If the Quester does not notice this under utilised resource or person of ability, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is the under utilised resource, then if they act unwanted or under valued they may add a Success Level instead.
    Character Gain: Gain Yin you act fearless, despondent or undervalued.
  • Line 4 “A Well Collapsing”:
    Quest line: The resource the community relies upon is collapsing and failing, but there are already people working to save it. Just as a well can be relined with stone to make it hardier and longer lasting, the resource can be repaired and shared. The Quester who assists in the repairing of the well adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. However, the Quester who does not help, but rest themselves, or engage in training, prayer or meditation, will add a Success Level to their tasks.
    Character Gain: Gain Yang when you act selfishly putting your own needs before others.
  • Line 5 “Sweet Water”:
    Quest line: A resource is freely available to the Quester, often this is a potential ally or companion who has goods, services, abilities or knowledge that will directly assist the Quester, although the Quester may not realise this yet. The Quester who ignores this resource adds an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test, however if the Quester pays attention to the right person, they will learn of this advantage they may gain and add a Success Level instead.
    Character Gain: Gain Yin when you drink, share a meal, or are drawn into action.
  • Line 6 “The Fountain”:
    Quest line: There is a powerful resource available and shared with the whole community, this resource is like a fountain rather than a well, with the water available without even the work of lifting the bucket. These resources do not have to be solely physical, and often include spiritual or intellectual resources that are learned by all in the community.
    Character Gain: Gain Yang when you are humble, modest, shy, or share with others.

(49). Reforming

Ko, Reforming (or Moulting or Revolution or Change), is symbolic of transformation. It is the silken cocoon of the caterpillar, the snakes shed skin, or the split, empty shell of an invertebrate.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Reforming Quest is set in a situation of upheaval, change and transformation, often including open conflict between two sides of a conflict, usually this is framed as a political revolution, with the conservative, and often corrupt, old guard leaving and the new reactionary, progressive and often naive generation arriving, but a more simple good versus evil or light versus darkness conflict can also occur. This change in circumstance is inevitable, and the Quester, like everyone else must be learn to accept this change and then they may profit from the change somehow.

Quest Complete: The Quest that ends in the reforming Hexagram ends in a dramatic change of circumstances for everyone involved. This is usually a profound change or inversion in the situation, such as the rich becoming poor, or vice versa. This dramatic change is often an unforeseen consequence of the Quest's completion rather than an additional Ordeal or Gain. In some cases this final change may be experienced as a twist in the tale.

Gains: Gain Chi when you change your mind, your tactics, or any aspect of the Character.
Gain Stress when you behave conventionally, or agree with the majority.

Unchanging Edge: You may once per Session / Chapter / Episode alter Incarna Score (Boon Reduced) Proficiencies of your Character. Any Annex that is altered may be renamed. E.g. Having altered “Man” to “Rifles”, a Character changes “Gunman” to “Guns”.
Changing Lines
  • Line 1 “Bound in Snakeskin”:
    Quest line: When the Quester is not prepared for the change that is taking place, or when they try to force a change before things are ready then they will suffer an additional Hurdle, Obstacle or Failure Level on their Ordeal or Test.
    Character Gain: Gain Yin when you resist a change, or are impatient.
  • Line 2 “Viva La Revolution”:
    Quest line: The time for real change is arriving, but without proper preparation and the right leaders ready the revolution is doomed. The Quester who ignores the changes occurring around them, or who ignores the new regime as it appears will suffer a Hurdle, Obstacle or Failure Level on their Ordeal or Test. The Quester who plans for this change, and assists it, identifying the new leaders, and ingratiating themselves with them, will instead add a Success Level to their Test or Ordeal.
    Character Gain: Gain Yang when you rock the boat, speak against the status quo, or change things around you.
  • Line 3 “Third Times a Charm”:
    Quest line: The Quester who acts too quickly to bring change and the Quester who hesitates until after the new order is established will both add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you discuss something three (or more) times before acting.
  • Line 4 “Remorse Vanishes”:
    Quest line: There is a profound and radical change in circumstances happening, but such an all encompassing change is doomed to failure without the right leadership. If the leadership of the revolution is not perfectly sincere and honest then the change will fail somehow, either reverting to how it was, or collapsing into some new chaotic state. The Quester who ignores these changes taking place, or who acts as a leader without sincerity and honour, adds a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you are believed, or you act alone.
  • Line 5 “A Tiger Changes Stripes”:
    Quest line: The Quester has an opportunity to effect change themselves, if they can explain the change they wish to make and how they are going to affect this change then they will add a Success Level, but if they cannot explain the changes or how to make them then they add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you lie, or mislead, and do not have to explain, or it becomes true anyway.
  • Line 6 “A Leopard Changes Spots”:
    Quest line: After the grand dramatic changes have finished there are always smaller changes that must be accomplished. This is not the time to try and make a big change to anything, trying will create a Hurdle, Obstacle or Failure Level, but if the Quester aims for small changes, this will become an added Success Level.
    Character Gain: Gain Yang when you make another change expression / mood, or what they think about you.

(50). The Cauldron

Ting, The Cauldron (or Holding or Cooking Pot), is symbolic of cooking, but not just feeding people. Cooking itself is a transformational, alchemical, process. The food is purified, perfected by the cooking that takes place.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Cauldron Quest signifies that nourishment (whether spiritual, intellectual, or physical), transformation and purification are important to this Quest. There is a desire or hunger that must be fed by the Quester, usually by gathering, and then transforming some resource into another form. At its simplest the Quest becomes feeding the Quest companions, where the Quester must gather the ingredients, invite the guests, prepare the ingredients, and then not only serve the meal, but also entertain the companions. This would not just provide the companions with a good meal, but will lift their spirits and set their resolve, the whole Cauldron Quest transforming and bonding the companions tighter together.

Quest Complete: The Quest that ends in the Cauldron Hexagram often ends with a meal, this may be a celebratory feast, recognizing the Quester's heroics, but more often is a simple meal, that nourishes them, and begins their healing and recovery before their next Quest.

Gains: Gain Chi when you cook, create for, nourish, transform or support others.
Gain Stress when a Character you are supporting or feeding Gains Stress.

Unchanging Edge: Once per Scene you may convert any Descendant in your possession into Chi, add your Incarna Boon as Chi, and then purchase a similar Descendant. E.g. You could take vegetables, water and rabbit meat and create a rabbit stew, or turn a battered old sword into a newer one.
Changing Lines
  • Line 1 “Overturned Cauldron”:
    Quest line: The Quester should encounter a person of humble status, acknowledging this person, and realising that they may be able to help the Quester will add a Success Level, ignoring or dismissing this person for their low status will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you strive for power or influence.
  • Line 2 “Holding Food”:
    Quest line: The Quester's successes draw negative attention. If the Quester acts as though they are concerned about this, often envious, attention, or worried about how their successes make them appear to others, then add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you ignore the emotions of others.
  • Line 3 “Broken Handle”:
    Quest line: The Quester is blocked from sharing their bounty with others, just as a cooking pot with a broken handle cannot truly provide food, this is usually no fault of the Quester, and if they wait (and fix the handle) eventually this blockage may be released, but until then add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when something is broken, or you are selfish.
  • Line 4 “A Broken Cauldron Spills”:
    Quest line: The Quester and their companions are not up to the task ahead, generally because the task is of a higher difficulty than they can easily achieve. Unless the Quester completely dedicates themselves to succeeding no matter the personal cost (spending as much Chi as they can on the Actions), then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act like you are lacking in energy, commitment, knowledge or power, or you might crack under pressure.
  • Line 5 “A Golden Cauldron”:
    Quest line: The Quester who is approachable and modest will add a Success Level to their Test or Ordeal as they attract helpers to their cause, but arrogance, narcissism, pride and other traits of an overblown ego will add a Hurdle, Obstacle or Failure Level instead.
    Character Gain: Gain Yang when you act arrogant, narcissistic or proud.
  • Line 6 “Jade Cauldron”:
    Quest line: The Quester must give another character advice on a difficult matter, the Quester must give strong advice, but they must deliver this advice carefully and softly, or they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they either give the wrong advice or deliver it in a way that upsets the character.
    Character Gain: Gain Yin when you use a Talent or Power to help another.

(51). Thunder

Zhen, Thunder (or Shocking, or Arousing), is symbolic of the abrupt awakening, the sudden crash that signifies great change, and brings the guards running.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Thunder Quest signifies a situation of sudden shocking paradigm shift. There is a great change in the situation that surrounds the Quest during it, which can be as great as an earthquake, or as profound as a god manifesting themselves. This change will cause fear, terror or horror, throughout the land, depending upon its exact nature. For the Quester it is a warning, they should conquer their own fears and set their life in order, not flinch at the sounds of thunder.

Quest Complete: The Quest that ends in the Thunder Hexagram ends with a bang and a surprise. This surprise may be a twist in the tale, or more often it is the firing of Checkov's gun, where some object shown early in the story (such as a gun on a wall) becomes dramatically important in the end (when it is fired or pointed at someone). This should not ever be a deus-ex-machina, where the surprise is completely unforeseeable, it should always have been foreshadowed at least once.

Gains: Gain Chi when something unexpected happens to the Character or they gain or roll Shock Dice.
Gain Stress whenever a Stress effect could cause a Trauma due to lack of Stress (e.g. Stressed-Out Breaks or Shock Die rolls Even, but not Minimum or Maximum).

Unchanging Edge: You may once per Session / Chapter / Episode add your Incarna Boon to any Proficiency Roll. You may once per Scene draw and add Incarna Draw (Boon Double Reduced) cards to any Duck or Bedlam attack
Changing Lines
  • Line 1 “Oh-oh”:
    Quest line: The Quester should be made to feel apprehensive, anxious, or surprised, but without facing danger, often in the form of tension and a jump scare. If they react to this situation in a manner so strongly that it draws ridicule or teasing from others, then they will add a Success Level to their Test or Ordeal. If they are not suitably shocked, fearful or apprehensive then they will face an additional Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act apprehensive, anxious or excited.
  • Line 2 “Shocking Flood”:
    Quest line: The Quester is directly threatened as well as shocked, perhaps by rising flood waters, or criminals breaking into their home, and must retreat from the danger, or add a Hurdle, Obstacle or Failure Level to their Ordeal or Obstacle. However, if the Quester retreats now, and returns when the danger has passed, they will add a Success Level instead, as that they lost is returned or replaced.
    Character Gain: Gain Yang when you physically lose something or leave something behind.
  • Line 3 “Shaken Fate”:
    Quest line: The Quester suffers a cruel blow of fate, perhaps an excruciating piece of bad luck, a very untimely coincidence, or sinister synchronicity. The Quester may despair as the situation appears hopeless, but to do so will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Instead, if they act quickly and without mistakes, they will add a Success Level instead.
    Character Gain: Gain Yang when you play a Wyrd Tarot card.
  • Line 4 “Quagmired!”:
    Quest line: The Quester is caught, mired in mud, without energy or momentum. Usually this means the way on is blocked by a Hurdle, multiple Obstacles (at least one per route), or a number of Failure Levels applied to motion, depending upon the Ordeal or Test, but in extreme situations the Quester may be gain a new Confined Hitch, or Crippled movement annex.
    Character Gain: Gain Yin when you are selfish, focus on your own needs or wants.
  • Line 5 “Extremely Shaken”:
    Quest line: The Quester is hit by not one shock, but many, each one rolls in with little time to recover after the last. All but the most centred, calm, prepared, and grounded Questers will face an additional Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you overreact or panic.
  • Line 6 “Shaken and Disturbed”:
    Quest line: The Quester and companions are caught by some surprise attack, or shocking event, that the Quester alone may escape, and should, abandoning their companions at this time, or they will add a Hurdle or multiple Obstacles or Failure Levels to the Ordeal or Test.
    Character Gain: Gain Yang when you are not concerned what others think of your behaviour.

(52). The Mountain

Ken, The Mountain (or Keeping Still or Bound), is the symbol of the stilled silence of the meditating mind. Just as the mountain moves too slowly to be perceived so it may be that scurrying activity moves you no where.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Mountain Quest describes a situation where the Quest is either limited in number locations (perhaps confined or imprisoned), must be conducted with as little noise and agitation as possible (perhaps avalanches threaten the Quest Location), or just occasionally the Mountain Quest will be merely a thought-experiment, simulation, meditation or dream, taking place to bring stillness to the Quester's mind or soul. Either way the Mountain Quest is restful, and more often a collection of Tests and low-stakes Ordeals, there is often little to no conflict or threat in the Mountain Quest, except that brought on by the Mountain itself.

Quest Complete: The Quest that ends upon the Mountain Hexagram ends with stillness, it is a chance to rest and recuperate after the adventure of the Quest. The Quester is safe, secure upon the Mountain, beyond the reach of the Opposition, or the Authorities.

Gains: Gain Chi when you stay still, keep calm, meditate, or heal / regenerate a wound.
Gain Stress when you are in danger or threatened.

Unchanging Edge: You may once per Scene add or subtract Incarna Score (Boon Reduced) Success Levels to any Test if you stay as still as possible.
Changing Lines
  • Line 1 “Toes Still”:
    Quest line: The Quester is prompted to act, or react, but should not. Holding still and not reacting at all is the only way to not add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you hold back, don’t commit or stand still.
  • Line 2 “Carried Along”:
    Quest line: The Quester is ordered to act by an authority (often the Quest-giver), but to do so would be a mistake (such as following illegal or immoral orders) that will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Even if the Quester holds still, the authority may continue on and walk into disaster, but at least they will not necessarily take the Quester with them.
    Character Gain: Gain Yang when you offer bad advice, or do not interfere in an evil plan.
  • Line 3 “Stilled Hips, Stilled Heart”:
    Quest line: When another character is disturbed, does the Quester try to force them to be calm, or force calmness upon themselves? Because true calmness would accept the disturbance without concern, it will add a Success Level on the Ordeal or Test, rather than adding the Hurdle, Obstacle or Failure Level of forced calm.
    Character Gain: Gain Yin when you act stubborn or overbearing.
  • Line 4 “Motion Without Moving”:
    Quest line: The Quester is allowed to rest naturally, but should they forego this chance to rest, they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test as they have not yet stilled this desire. The Quester who rests completely will add a Success Level instead.
    Character Gain: Gain Yang when you act overexcited, exuberant, or frantic.
  • Line 5 “Still Jaw”:
    Quest line: The Quester who is loquacious, vocal and makes jokes will create an additional Hurdle, Obstacle or Failure Level on their Ordeal or Test. But the Quester who is silent, stoic or reserved in their speech will add a Success Level instead.
    Character Gain: Gain Yang when you listen to others.
  • Line 6 “Still Noble Heart”:
    Quest line: The Quester who has reached tranquillity and will not be riled or ruffled by events around them, they will add a Success Level to the Test or Ordeal, failure to be serene and calm under any circumstances will result in adding a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yin when you act serene or tranquil.

(53). Infiltrating

Ji’an, Infiltrating (or Gradual Progress or Development), it can be hard to understand the connection between development and infiltration, but we see both behaviours together in nature often, ivy clings parasitic to walls and trees, seeds randomly flower in even well-tended gardens, their infiltration aboard birds, and lone trees grow high on the mountain. Development is gradual, as insidious as love.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Infiltrating Quest describes a situation where development must be slow and gradual, this may be a seduction, an infiltration or just a complicated development program. Every step of the Quest will always have both a Test and an Ordeal or 2 Tests that must be completed before the Quester can move on.

Quest Complete: The Quest that ends with the Infiltrating Hexagram indicates a situation where the Quester will accomplish only the bare minimum of progress for all the work of the Quest. The entire Quest that was completed turns out to only be step one of a multi-part plan.

Gains: Gain Chi when you talk about details, sneak or take small steps.
Gain Stress when you talk about the big picture, jump or race ahead of others.

Unchanging Edge: Once per Scene you may halve a Difficulty, such as a summoning Difficulty.
Changing Lines
  • Line 1 “Goose Near the Shore”:
    Quest line: The Quester begins the infiltration, surrounded by danger, and beset by critics. If the Quester is too hasty, and acts too quickly this will add a Hurdle, Obstacle or Failure Level to the Ordeal and Tests, but if the Quester takes their time and is careful they will add a Success Level to both instead.
    Character Gain: Gain Yang when you act lost or listen to others.
  • Line 2 “Goose Near a Cliff”:
    Quest line: The Quester enters a period of security and experiences a lucky break, they will add a Success Level to their Ordeal and Tests, unless they do not share this fortune and security with others, when it will sour into a Failure Level, Obstacle or Hurdle to further progress.
    Character Gain: Gain Yang when you act secure.
  • Line 3 “Goose on a Plateau”:
    Quest line: The Quester has stepped too far, and is as out of place as a water bird on a high plateau. Danger surrounds them, and they risk attack and injury from all sides, adding a Hurdle, Obstacle or Failure Level to the Ordeal and Tests, however if the Quester can fend off these initial attacks without injury then this will transform into a Success Level instead.
    Character Gain: Gain Yin when you act recklessly, out of place or without caution
  • Line 4 “Goose in a Tree”:
    Quest line: The Quester finds themselves in a situation that they should not be in, like a goose stuck in a tree, this difficult situation will add a Failure Level, Obstacle or Hurdle to the Tests or Ordeal. However, if the Quester is sensible and yields too these threats rather than fighting them, then they can make the tree a place of safety, and add a Success Level instead.
    Character Gain: Gain Yang when you act like you don’t understand something.
  • Line 5 “Goose on a Roof”:
    Quest line: The Quester is isolated by a high position, and will be misjudged by their superiors or authorities, because their are deceitful people who have infiltrated the companions or side. This adds an additional Hurdle, Obstacle or Failure Level to the Ordeal and Tests of the Quester. Only when the liars are caught, or disposed of, and the misunderstandings are cleared away will the Quester be able to proceed with a Success Level instead.
    Character Gain: Gain Yin when you try to disturb or unsettle others.
  • Line 6 “Goose in Flight”:
    Quest line: The Quester is held up by authorities as an example that others should seek to emulate, even sometimes after the Quester's death (or in fact especially after their death). The Quester adds a Hurdle, Obstacle or Failure Level automatically to the Ordeal and Tests of this step, but these become a Success Level if they do anything that might make someone respect or admire them. This line often indicates that a Quester will die to achieve this goal, but they will achieve it.
    Character Gain: Gain Yin when you are respected or admired.

(54). Young Maiden Marries

Kui Mei, Young Maiden Marries (or Propriety or Conversion), is about accepting your role, subordinating yourself to the will of another or accepting your fate. The Young Bride must find her place in the ancestral home of the husband, especially if she is not the first wife (or worse is a secret lover). We are all out of place, and finding our footing in some situations.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Young Maiden Marries Quest describes a situation like a love-triangle, although it need not be a sexual or romantic relationship, simply a shifting dynamic between three sides. The Quest includes social problems that are common experiences, misunderstandings, disagreements, miscommunication all swirl around the Quester, complicating their relationships and generally making life miserable. The Quest will often centre around Social Ordeals and Tests rather than physical ones.

Quest Complete: The Quest that ends on the Young Maiden Marries Hexagram ends with the Quester isolated from most of their usual companions, often in a strange place, and occasionally imprisoned. This isolation may prove beneficial in time, the time spent among strangers may lead to new alliances and learning new proficiencies or skills depending upon the Quest, of course.

Gains: Gain Chi when you are respectful, tactful, secretive or careful around another Character.
Gain Stress whenever you do what you want, throw caution to the wind, or ignore the consequences.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Success Levels to any action you are tasked with.
Changing Lines
  • Line 1 “The Concubine”:
    Quest line: The Quester must find their place within the social order, or relationship, this can be quite difficult, for example, does being an old school friend of the king make you more or less important than his generals? Getting this wrong will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you hide or adopt a low profile.
  • Line 2 “The Straying Husband”:
    Quest line: The Quester is abandoned or ignored by a companion or ally that they trusted. This, of course, adds a Hurdle, Obstacle, or Failure Level to the Ordeal or Test. If the Quester remains loyal to their missing companion, they will return bringing a Success Level instead.
    Character Gain: Gain Yin when you concentrate on your issues.
  • Line 3 “The Slave Wife”:
    Quest line: The Quester is placed in a situation where to continue they must abase themselves, humiliating themselves, by taking a position that is beneath them, such as a low-paid job or even indentured servitude or slavery. Failure to humiliate themselves will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yang when you act dignified or unsatisfied.
  • Line 4 “Long Engagement”:
    Quest line: The Quester must wait, potentially for years for their chance to achieve what they want. If they demonstrate the necessary patience they will add a Success Level to their Test or Ordeal. Trying to move on too early will add a Failure Level, Obstacle or Hurdle immediately.
    Character Gain: Gain Yin when you act optimistic or patient.
  • Line 5 “A Princess Marries Beneath Her”:
    Quest line: The Quester is placed in a position that is beneath them, however if they accept this more humble position with grace, humility and honesty then they will add a Success Level to their Test or Ordeal. Refusal to accept this role will add a Failure Level, Obstacle or Hurdle.
    Character Gain: Gain Yang when you act unrealistic or ambitiously.
  • Line 6 “An Impious Couple”:
    Quest line: The Quester may notice that someone that they interact with is only going through the motions, or is impious or irreverent. If the Quester responds in kind then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you act impious, unethical, immoral, godless or irreverent.

(55). Abundance

Feng, Abundance (or Abounding), Abundance is the symbolic pinnacle of the cycle of increase and decrease. It will fulfil any need, meet any requirement, and provide all provisions.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Quest: The Abundance Quest describes a situation where some authority has reached a peak of greatness, this may be a Business boom, a peak performance period, or some unforeseen bounty. During this time the authority will be able to achieve incredible things, but this bountiful period is limited. Quests during this time often rely on investigations, perhaps as the Quester investigates the authority, or more often works for the authority. The authority and opposition during this time are often strict and may deal in harsh penalties and punishments (death penalties for some or even most crimes are not unknown) as the abundance affects the authority directly.

Quest Complete: The Quest that ends in the Abundance ends on a high, the Quester makes amazing gains, recoveries and progress now. These gains are effectively unlimited during abundance, perhaps with even planets being granted by these Quests.

Gains: Gain Chi when you stock up, store additional resources or prepare for lean times ahead.
Gain Stress when you spend Chi and have nothing material to show for it.

Unchanging Edge: You gain an additional Pool of Incarna Facet Proficiency Slots, equal to Incarna Score (Boon Reduced).
Changing Lines
  • Line 1 “Ten Days Together”:
    Quest line: The Quester who is alone will add a Hurdle, Obstacle or Failure Level to the Ordeal or Test, but if the Quester spends time with a partner, and between them they have both high Zeal and high Key then they will add a Success Level instead.
    Character Gain: Gain Yin when you spend time with another.
  • Line 2 “The Eclipse Begins”:
    Quest line: The Quester encounters dark forces, conspiracies and political intrigues that interfere with their tasks, adding a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester instead bides their time, and gathers their strength, eventually the conspiracy will make a mistake, reveal its hand and the Quester will add a Success Level instead.
    Character Gain: Gain Yang when you act devoted to, or mistrust, another.
  • Line 3 “In The Shadow”:
    Quest line: The Quester is cut off and isolated (usually by the opposition), left in the dark, without intelligence or communication with authority, this adds a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you display patience or if you are accused of something.
  • Line 4 “The Eclipse Ends”:
    Quest line: The dark forces still surround the Quester, adding a Hurdle, Obstacle or Failure Level to any action they make alone, but it is possible for them to communicate with an ally, and if they can coordinate with and ally and have between them a high Key and high Zeal, then they can add a Success Level instead.
    Character Gain: Gain Yin when you have an Ally at your side.
  • Line 5 “The Penumbra Lifts”:
    Quest line: The Quester is offered advice that if followed will add a Success Level to their Ordeal or Test.
    Character Gain: Gain Yang when you thank, congratulate, or do a favour for another.
  • Line 6 “The Rich Miser”:
    Quest line: The Quester experiences an abundance, but how they behave with it effects how they are perceived. The Quester who shares the abundance with those around them, will be fine, but those who hoard the abundance, isolate themselves from others, or use it to further only their own goals, they will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you isolate yourself or are alone.

(56). Traveller Abroad

Lu, The Traveller Abroad (or Sojourning or Wanderer), signifies the adventure of being a Stranger in a strange land. Everything is weird and an experience for the true Wanderer, the most mundane things can be alien when seen with a foreigners eyes.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Traveller Abroad Quest describes a situation where the Quester must travel to some alien, foreign locale to complete the test. Of course, the journey itself, rather than the destination is more important to the Quest here. The emphasis is often on the strangeness of customs, as well as the ephemeral nature of the experience. There is always inherent danger to this Quest, and the Quester must be cautious in alien lands.

Quest Complete: The Quest that ends with the Traveller Abroad Hexagram indicates the Quester is not pinned down, or imprisoned by the ending, that is no to say that they may be unpunished, simply that the punishment will not include imprisonment, exile for example would be a perfect match. Occasionally this ending may indicate when the Quester has returned to their own home, but both the Quester and home have been changed so much that they are both unrecognisable to each other.

Gains: Gain Chi when you see a new place or talk to a stranger.
Gain Stress when you act suspicious of another Character.

Unchanging Edge: You may change any Proficiency to another from the same Facet free once per day.
Changing Lines
  • Line 1 “Trivial Traveller”:
    Quest line: The Quester is confronted in their travels with things of very little value, or people of poor character. To be bothered with, distracted by, or to demean themselves with these trivial things or people will add a Hurdle, Obstacle or Failure Level to the Quester's Ordeal or Test.
    Character Gain: Gain Yang when you act miserly, focus on trivial things, or act as though something is fascinating.
  • Line 2 “With Baggage In The Inn”:
    Quest line: The Quester who is modest and reserved will find a place to stay and may even make friends or allies in this strange place. The Quester who is not modest and reserved may find themselves robbed, beset by beggars, or followed by fools adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you are self-reliant.
  • Line 3 “Burning Bridges”:
    Quest line: The Quester who is impulsive or reckless in a strange land may find themselves in trouble, and adding a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you are impulsive, lose support, or you or others around you are injured.
  • Line 4 “Sheltering At The Roadside”:
    Quest line: The Quester is in a dangerous position, surrounded by threats and without real protection. If they relax, and do not maintain their caution, they must add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you act ill at ease, edgy or nervous.
  • Line 5 “Traveller Shoots Pheasant”:
    Quest line: The Quester meets a stranger. If the Quester introduce themselves as is suitable to the culture (perhaps offering a gift of food) this will bring an additional Success Level as the stranger becomes a potential ally, companion, supporter or friend. Failure to greet the stranger appropriately to their culture will instead add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yang when you seek out new opportunities.
  • Line 6 “The Fool Abroad”:
    Quest line: The Quester will encounter strange behaviour while they travel. If they laugh aloud at the strange behaviour, forgetting they are the one out of place, then they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you act the fool, ignore a social more, or disrespect others.

(57). Penetrating Wind

Xun, The Penetrating Wind (or just Penetration or The Gentle), is the symbol of the lazy wind, the draft that cannot be excluded. The wind erodes mountains, but it also drives ships and clouds across the sky.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Quest: The Penetrating Wind Quest indicates a situation where the Quester is expected to shine a light into darkness. The darkness will vary greatly from Quest to Quest, but are usually intrigues driven by dark motives, the Quester by gentle investigation and ceaseless small triumphs will slowly reveal the motives and chip away even the greatest conspiracies.

Quest Complete: The Quest that ends in the Penetrating Wind Hexagram indicates the Quest ends with the ground prepared for greater success. The Quest itself doesn not achieve the ultimate goal that many expected, but represents the first steady steps towards the final goal. What the Quester has achieved here can rarely be lost again.

Gains: Gain Chi when you are gentle, repeat an action or saying, or are persistent.
Gain Stress when you change tack, direction or avoid resistance.

Unchanging Edge: You may add Incarna Score (Boon Reduced) Pips of Penetration to any action, once per Ordeal Stage.
Changing Lines
  • Line 1 “Advance or Retreat”:
    Quest line: The Quester is confronted with what could be a simple choice, advance or retreat, if they are immediately decisive they will add a Success Level (regardless of the choice it will be correct), if they are indecisive or doubt their decision then it will add a Failure Level, Obstacle or Hurdle instead.
    Character Gain: Gain Yang when you make a choice.
  • Line 2 “Penetrates Beneath The Bed”:
    Quest line: The Quester is confronted by hidden, perhaps even supernatural, spiritual or psychological, forces that they must painstakingly trace back to their source and destroy, often by exposing them to light. Failure in this tracing adds a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you are completely honest, discuss your beliefs, or ask a question.
  • Line 3 “Repeated Penetration”:
    Quest line: If the Quester is confronted with the same situation again and they ask the same questions, or use violence, then they add a Failure Level, Obstacle or Hurdle to the Test or Ordeal, but if they act instantly and non-violently, without asking the same question again, then they will add a Success Level instead.
    Character Gain: Gain Yin when you repeat a question, or use violence.
  • Line 4 “Remorse Vanishes”:
    Quest line: The Quester is confronted with an opportunity to help others. If they assist and are both modest and self-respecting, showing integrity then they will add a Success Level, failure to assist, or assisting expecting a reward, or being remorseful about helping afterwards, will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you show no remorse.
  • Line 5 “Don’t Rush In”:
    Quest line: The Quester should realise that they will make no progress with the method or path they are on (the reasons will vary greatly from hearing the destination is not where they need to be, or that it will take too long, to hidden dangers being revealed). If they do not stop, assess their options, and change direction or method then they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal, but if they choose a new approach after some pausing and reflection then add a Success Level.
    Character Gain: Gain Yin when you stop to discuss your actions with others.
  • Line 6 “Advance Then Retreat”:
    Quest line: The Quester engages in a gruelling task, such as tracking a powerful foe, across country for weeks, until they have found the lair, but if they press on now, while exhausted each attempt will add a Failure Level, an Obstacle or a Hurdle to the Test or Ordeal. Instead, the Quester should retreat from the foe for now.
    Character Gain: Gain Yin when you retreat.

(58). Delighted

Tui, Delighted (or The Joyous or Open Lake or Wonder), is the moment of joy that follows a struggle. This is the sort of joy that others find encouraging. It is the delight of shared experiences and the defeating of shared enemies.

Trigrams

Upper Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Delighted Quest describes a situation that cannot be won by negative methods, this situation cannot be won by closed-mindedness, violence, intimidation, manipulation, cheating, or machinations, instead only positive actions and attitudes such as open-mindedness, honesty, friendliness, as well as strength, willpower, persuasion and discussion will win the day.

Quest Complete: The Quest that ends in the Delighted Hexagram indicates a Quest that ends with friends discussing the events, learning from their experiences, and setting themselves up with positive attitudes to face future situations with confidence. This often includes a gain of Proficiencies, Descendants or an Alternate Personality.

Gains: Gain Chi when you enjoy yourself, encourage another, laugh, or are benevolent.
Gain Stress when you act selfishly or malevolently.

Unchanging Edge: You may once per Scene add Incarna Draw (Boon Double Reduced) Success Levels to any Character that you encourage.
Changing Lines
  • Line 1 “Contented Delight”:
    Quest line: The Quester is for some reason inherently content and feels no need to push through any Tests or Ordeals. There is no bonus or penalty associated.
    Character Gain: Gain Yin when you act happy and content.
  • Line 2 “Respectful Delight”:
    Quest line: The Quester is approached by people who engage in trivial pleasures, if the Quester joins them in this temptation it will add a Hurdle, Obstacle, or Failure Level to their Ordeal or Test. If the Quester refuses these simple pleasures then they may add a Success Level instead.
    Character Gain: Gain Yin when you show respect for others.
  • Line 3 “Earthly Delights”:
    Quest line: If the Quester behaves in a bored manner, seeking external pleasures to distract and entertain themselves, then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yang when you act shallow, superficial or materialistic.
  • Line 4 “Joy Cannot Be Measured”:
    Quest line: The Quester is offered a choice of pleasures, one pleasure is a high spiritual or intellectual pleasure, the other a base pleasure of the flesh. If the Quester cannot ignore the base pleasure choice then they add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If they choose the higher pleasure then they will add a Success Level instead.
    Character Gain: Gain Yin when you act deep, analytical or spiritual.
  • Line 5 “Foolish Delight”:
    Quest line: The Quester finds themselves in a dangerous position, betrayed by someone they trusted (such as a lover or companion), which will add at least a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yin when you trust another, or they betray you.
  • Line 6 “Seductive Delights”:
    Quest line: The Quester is tempted by powerfully seductive delights, that massage their ego, or are addictive to the Quester. If the Quester does not reject these delights then they may spiral into addiction, costing more than just a Failure Level, Obstacle or Hurdle on their Test or Ordeal, this addiction may even add a Dependence Hitch.
    Character Gain: Gain Yang when you act bored, unhappy, dissatisfied or vain.

(59). Dispersal

Huan, Dispersal (or Dispersion), clouds scatter from a mountain, seeds disperse in the wind, water evaporates and falls on all the land, the boats of a kingdom spread far over the ocean. Energy cannot be contained for long, it spreads and disperses over time, making dispersal indicative of entropy. Because of this universalism, and the sense of interconnectedness that it creates, it can be seen as a spiritual process.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Quest of Dispersal signifies a situation that drives the companions apart. It may be the Quester and their allies must perform in separated locations at the same time, forcing them to split the party, or divisive (often ego-based) forces may separate the companions, such as parental guardians separating a love interest from the Quester for their own reasons, however it should be noted that religious or spiritual forces may work against this egotistical nature, drawing together those of a similar spirituality — which can lead to a new friendship, understanding or alliance. Dispersal Quests are often perilous, epic adventures, that are intended to complete some critical task for the good of many people.

Quest Complete: The Quest that ends with the Dispersal Hexagram indicates that at the end of the Quest the companions will find themselves separated and scattered. They may have succeeded in their Quest, but now their companionship is broken. Often this distance between the companions is a spiritual, religious, moral, or political distance, that may even cause companions to become opposed to each other in another Quest.

Gains: Gain Chi when you display spiritual / religious impulses, such as prayer, or leave a group.
Gain Stress when you are alone, or unable to communicate with others.

Unchanging Edge: Once per Scene you may generate a Dispersing action, which spreads and scatters, affecting a Number of Targets or Location Size equal to the Incarna Draw (in the case of Skills or Grunts) / Score (in the case of Talents or Heroes) / Boon (in the case of Powers or Yarn-Tellers) as Chi, with Super-Annexes being treated as Incarna Boon Yarn.
Changing Lines
  • Line 1 “Bringing Horse Strength”:
    Quest line: The Quester and at least one companion have a misunderstanding, or miscommunication, this is not a time for posturing or argument, which will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal as it breeds mistrust between the companions, but instead the Quester must disperse these misunderstandings, and clear the air.
    Character Gain: Gain Yang when you join a conflict, or demonstrate your strength.
  • Line 2 “During Dispersal”:
    Quest line: The Quester begins to be alienated or separated from their companions, if they demonstrate anger, distrust, or disgust there will be reason to add a Failure Level, Hurdle or Obstacle to the Test or Ordeal. This can be avoided by seeking out the support of others, usually within the companions, to add instead a Success Level.
    Character Gain: Gain Yin when you act self-destructive, self-sabotaging, proud, or arrogant.
  • Line 3 “Dissolving The Self”:
    Quest line: The Quester encounters difficulties that they have brought upon themselves, usually by following personal desires rather than the common good or other poor choices, these troubles add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Only by changing their goal toward something beyond themselves, renouncing their selfish goals, or changing their thinking can they instead add a Success Level.
    Character Gain: Gain Yang when you act as though you are unimportant, or give away a possession.
  • Line 4 “Dissolving Bonds”:
    Quest line: At least one of the companions works against the common good or for short-term selfish goals, relying on the Quester to protect them as an ally. Unless the Quester renounces these companions, and dedicates themselves to a long-term selfless goal, each one will add Obstacles, a Hurdle or a Failure Level to the Quester's Ordeal or Test. If the Quester finds new allies that support the greater goal they work towards (often from the opposition) then each found ally may add a Success Level instead.
    Character Gain: Gain Yang when you withdraw from a group.
  • Line 5 “Loud Cries Disperse”:
    Quest line: It is a time of misunderstandings that will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal. If the Quester can come up with a good idea (or plan) that can be easily communicated, then this dispersal can be reversed and a Success Level may be added instead.
    Character Gain: Gain Yin when others listen to you, or you treat another gently.
  • Line 6 “Dispersing Blood”:
    Quest line: Danger lies all around the Quester, companions and innocent bystanders, adding an Obstacle, a Hurdle or a Failure Level to their Ordeal or Test. However, if the Quester can defuse this situation, removing the bystanders from danger, or healing any wounds caused then they may add a Success Level instead.
    Character Gain: Gain Yin when you heal a wound.

(60). Restraint

Jie, Restraint (or Restriction or Limiting), Restraints are not always physical, but can be emotional, spiritual, intellectual, or magical just as easily, but even so this restriction is not necessarily bad, . Just as necessity is the mother of invention, so limits push us to new discoveries. Changes in the environment restrict animals, forcing adaptive evolution to change them.

Trigrams

Upper Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Restraint Quest describes a situation where resources are limited for some reason. This is often an expression of poverty, moral limitations enforced by culture, or simply a strict time-limit that limits how long the Quester has to complete their Quest. This creates a situation where the Quester must place limits upon themselves or others (such as rationing available resources etc).

Quest Complete: When a Quest ends with the Restraint Hexagram the Quester will be forced to limit or restrain something or someone as part of the ending of the Quest. This is commonly expressed as taking prisoners, or making arrests, usually from the opposition, although occasionally the Quester will have to limit or restrain some other resource or group for the greater good or their own personal gain. Sometimes, if the Quester is powerful, the limitations that must be applied by the Quester themselves, vowing never again to use their full-power, or some descendant they have acquired.

Gains: Gain Chi when you display moderation (including rolling average) rather than being too strict, lenient, disciplined, free, limited or limiting.
Gain Stress when you must make a decision, choose a path, or break a rule.

Unchanging Edge: When a Hitch is triggered you may either elect to ignore the Hitch, or you may add additional Chi equal to Incarna Draw (Grunts) / Score (Hero) / Boon (Yarn-Teller) for rest of the Session / Chapter / Episode.
Changing Lines
  • Line 1 “Restrained At The Threshold”:
    Quest line: The Quester encounters a limitation and potential danger. Trying to remove or overcome the limitation will lead to danger, and add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. Halting progress and taking time to rest, recuperate and gather strength or resources before proceeding will add a Success Level instead.
    Character Gain: Gain Yin when you stay behind or seek safety.
  • Line 2 “Entering The Courtyard”:
    Quest line: If the Quester acts now then they will add a Success Level, further hesitation or delay will add a Failure Level, Obstacle or Hurdle to the Test or Ordeal.
    Character Gain: Gain Yin when you grasp an opportunity.
  • Line 3 “Not Knowing Restraint”:
    Quest line: The Quester is not limited by external factors, and may do as they please, but if they do not apply some restraint upon their indulgences, or blames others for their failures, then they will add a Failure Level, Hurdle or Obstacle to the Test or Ordeal.
    Character Gain: Gain Yang when you display excess, or blame others for your failures.
  • Line 4 “Contented Restraint”:
    Quest line: The Quester that accepts natural limitations (that help them conserve resources), but rejects limitations that waste resources will add a Success Level. If the Quester chooses to fight against the current of the limitations and waste resources they will add a Failure Level, Obstacle or Hurdle to their Test or Ordeal.
    Character Gain: Gain Yang when you use an Annex with Umbral Proficiencies
  • Line 5 “Sweet Restraint”:
    Quest line: The Quester must impose some limitation on others, if they do this directly it will create bad feelings and add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If the Quester imposes this limitation upon themselves first, leading by example, then they will instead add a Success Level as others follow their example.
    Character Gain: Gain Yin when you are disciplined, or follow a routine, rules, laws or orders.
  • Line 6 “Galling Restraint”:
    Quest line: The Quester who imposes strict and severe limitations or restrictions will suffer additional Failure Levels, Hurdles or Obstacles created by those who are imposed upon. Though the Quester who imposes too few restrictions will also find themselves in trouble (with each missed limit adding one instead). The Quester though who is ruthless when required, and mostly to themselves rather than others, will instead add a Success Level.
    Character Gain: Gain Yang when you enforce rules or laws, or are resented.

(61). The Inner Truth

Zhong Fu, The Inner Truth (or Centre Confirming), symbolises the open heart, always listening to an inner truth. Just as ripples show us the wind over a lake, it is impossible not to notice the inner truth if you listen. To thy own-self be true.

Trigrams

Upper Trigram


(5). Wind/Wood

Two heavenly Yang lines move over an earthly Yin line, this is Wind, the gentle moving air that affects the earth below, but is usually a gentle touch unless a roaring hurricane, but it is also the trees swaying in the wind, the earth reaching gracefully up into heaven.

Quest: Wind or Wood represents a Quest that appears gentle and flexible, however Wood and Wind are both penetrative, pushing and probing gently until they find their way, and so their Quests can grow and expand and are always subject to subtle changes in the what is expected of the Quester, although rarely violence.

Quest Complication: Wood and Wind Quests are always more than they seem, they are feature creep in the process, a sudden phase of expansion, or an enemy holding troops in reserve.

Quest Steps: At least one Yin Test and at least one Yang Test will accompany a low or medium stakes Yang Ordeal.

Lower Trigram


(2). Lake

1 Yin line over two Yang lines gives us the Lake, the joyous abundance of open water.

Quest: The openness of the Lake suggests Food and drink, hedonistic abundances, or a magical influence may be important parts of the Quest. The waters of the Lake can be murky and difficult to see a clear path through, and the lake can become marshy and muddy near the shore which can indicate traps, surprises and secrets which are not always delights and joys.

Quest Complication: Distractions and secrets abound in and around the Lake, the Quester will require focus as well as determination and attention, or they may become tempted by the delights, or miss some secret in the shallows.

Quest Steps: The Lake suggests a single Yin Test and at least one Yang Ordeal

Quest: The Inner Truth Quest indicates a situation where the Quester seeks answers to questions, but that the answers they seek cannot be found outside themselves, except as reflections of what the true answers are that lie within them. This can create a situation where the forces that surround the Quester are actually reflections of their own internal problems, such as their own Hitches (for example a baseless Fear Hitch may create a baseless fear in the community, or a Dependence Hitch might create a new recreational drug that is highly addictive).

Quest Complete: The Quest that ends with the Inner Truth Hexagram is one that ends with the Quester opening their eyes, mind, or heart to whatever is their real problem. Now that the Quest is completed they must realise that it has not solved all their problems as they may have hoped, they and others around them are still the same, and it may be them that has to change.

Gains: Gain Chi when you tell or take any Action to seek the truth.
Gain Stress when you change your mind about something.

Unchanging Edge: You may add Incarna Score (Boon Reduced) to any action or Test to do with memory, remembering, knowing the truth or finding out the truth.
Changing Lines
  • Line 1 “Secret Designs”:
    Quest line: The Quester must be open and honest with their companions and self, and attempt to lie, misinform, keep secrets, or omit information, will always add a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you lie (or omit important information).
  • Line 2 “Crane Calls, Nestling Answers”:
    Quest line: The Quester encounters a character who will listen to what the Quester says and spread that word. This may work for or against the Quester, depending upon what they say and what they are trying to achieve, but can add a Success Level to a Test or Ordeal. If the Quester is instead speaking against their own goals, or who only answers questions, and does not speak for themselves on any topic, then they will add a Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yin when you respond to another
  • Line 3 “Found Comrade”:
    Quest line: The Quester who attempts a Test or Ordeal alone adds a Failure Level, Hurdle or Obstacle, but the Quester who has a comrade, companion or assistant of any sort will add a Success Level.
    Character Gain: Gain Yang when you identify with another.
  • Line 4 “Horses Stray”:
    Quest line: The Quester must leave someone behind to continue their Quest. If they stop, or even tarry to try to say goodbye to those they must leave behind they will add a Failure Level, Hurdle or Obstacle to their Test or Ordeal. If they go swiftly to action, without stopping to even think of others they may instead add a Success Level.
    Character Gain: Gain Yang when you say goodbye.
  • Line 5 “Linking Together”:
    Quest line: The Quester must draw together the remaining companions, as they face a danger that requires the group to act together cohesively. If the Quester acts as a strong leader, weaving together the group as they try to pull apart, then they may yet succeed, but if they try to act as part of the group rather than as a leader then add a Failure Level, Hurdle or Obstacle to their Test or Ordeal.
    Character Gain: Gain Yin when you act as part of a group, make concessions, or honour another.
  • Line 6 “Cockcrow Heard in Heaven”:
    Quest line: The Quester must make a dramatic, rabble-rousing, or spirit-lifting speech, if they do not, or if they resort to hyperbole, boasting or exaggeration during the attempt, then they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you exaggerate, boast or use hyperbole.

(62). Exceeding In Smallness

Xiao Guo, Exceeding In Smallness (or Small Preponderance), teaches us that small things outnumber big ones. The insects are more numerous than the horses. The wren flies through the hedge not above it, teaching us not to over-reach ourselves, or stretch too high too soon. This is a strength in weakness that cannot be overcome as it will yield before you, until you are engulfed.

Trigrams

Upper Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Lower Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Quest: The Exceeding In Smallness Quest signifies a situation when subtle changes are occurring, a time where it is important to concentrate on the details. These Quests often include a backdrop of shortages and resource-management. This is a time when small deeds can have the most impact, when emotion can overcome ceremony or law, and grand deeds can collapse and fail without warning. These Quests often also ask the Quester to stand with the lowest people, the commoners, or street-folk, often against an opposition of politicians, billionaires, nobles, or lawyers

Quest Complete: The Quest that ends in The Exceeding Greatness Hexagram ends with a situation where the Quester should not count on great success, but they should manage to hold onto the minor successes they have achieved. This is most often expressed as the war is not over, but this battle has ended, and even if you didn't win, you at least survived. It indicates a failure of the Quester's strength in comparison to the might of the opposition at this time.

Gains: Gain Chi when you play cards you previously Prepared.
Gain Stress when you Draw a Court Card in any Context.

Unchanging Edge: You may add Incarna Draw (Boon Double Reduced) Success Levels to any mundane, easy or common task, Test or action or any action that is Low Stakes.
Changing Lines
  • Line 1 “Bird Hits Window”:
    Quest line: The Quester has created a problem that adds an Obstacle, Hurdle or Failure Level to their Ordeal or Test, usually this is caused by them attempt something too complex too early, jumping the gun in some way, but if they keep to the most simple solution and don't over-think the situation they can add a Success Level instead.
    Character Gain: Gain Yang when you act without preparation, do not look before you leap, or are Distracted.
  • Line 2 “Bypass Grandfather”:
    Quest line: If the Quester is overly ambitious, or breaks rules this adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test, however if the rule broken is broken with sensitivity, and for appropriate reasons then this may instead add a Success Level.
    Character Gain: Gain Yang when you show sensitivity or ignore normal procedure.
  • Line 3 “Struck From Behind”:
    Quest line: The Quester encounters a sign (often small and easily overlooked) that indicates there is danger around them, such as hearing a noise behind you. If they are not cautious, and ignore this small detail (they do not turn and look at the noise and potential attacker) then this brings the Quester into danger adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you put yourself at risk.
  • Line 4 “Meeting Danger”:
    Quest line: The Quester encounters a dangerous situation or circumstance. Unless they yield to this danger, demonstrating extreme caution, and do not push on with their goal yet, then they add a Hurdle, Obstacle or Failure Level to the Ordeal or Test. If instead they withdraw and while keeping on guard begin training or practising to eventually overcome this danger and reach their goal, then they may add a Success Level instead.
    Character Gain: Gain Yin when you face a problem head on, or keep your guard up.
  • Line 5 “Dense Clouds, No Rain”:
    Quest line: The Quester cannot proceed, as he has no suitable companion to help with a specific task, but a suitable companion exists, but is retired. If the Quester can tempt this retired person out to help then they may add a Success Level to their Test or Ordeal, otherwise they will add at least one Failure Level, Hurdle or Obstacle instead.
    Character Gain: Gain Yang when you stay silent, act in secret, or call on help from an elder.
  • Line 6 “Overshooting”:
    Quest line: The Quester is in danger of overstepping their bounds in some way. If their goals are not small, and they do not try to force success then they will add a Success Level to their Ordeal or Test, but if they do overreach, acting too ambitiously, or with too much force, then they will instead add an Obstacle, Hurdle or Failure Level.
    Character Gain: Gain Yang you act ambitiously, miss a target, or use overkill to try and guarantee success.

(63). Across The Stream

Chi Chi, Across the Stream (or Already Fording or After Completion), is symbolic of having achieved all you can achieve already. The kettle balances water over fire, but if not watched it will boil over, extinguish the fire, or boil off the water, leaving you with nothing. Having reached an end, do not stop, or it may become the end.

Trigrams

Upper Trigram


(7). Mountain

Two Yin lines surmounted by a single Yang line represents stillness and stability,

Quest: A Mountain Quest usually represents some aspect of the status quo, something unchanging and eternal, like stone or a mountain itself. Many mountain Quests contain some aspect of inevitability, once the landslide has started the pebbles do not get to vote. Mountain Quests are best handled with caution, many an adventurer has misunderstood the stability of the mountain and wandered from the path or a cliff.

Quest Complication: A Mountain Quest cannot change the world, the Quest itself supports the status-quo, this usually makes the Quest-giver an Old Guard, and places Agents of Change and Agents of Chaos firmly in the Opposition. Mountain Quests also raise the Stakes and Difficulty on all movement Tests and Motional Ordeals, and are often restricted to a single Location.

Quest Steps: The Mountain adds two Yin Tests and a Yang Test to the Quest if it is on the base of a Hexagram, but adds Two Yin Ordeals and a Yang Ordeal if it is on the top of a Hexagram.

Lower Trigram


(4). Thunder

2 Yin lines built on a single Yang line gives us Thunder, the arousing noise and shaking that disturbs and unsettles.

Quest: Thunder indicates a Quest that will not be solved quietly. There may be strong emotions, powerful reactions and profound changes. These are the Quests that always contain at least one Ordeal and often fights. Thunder indicates motion and speed, impulsive changes that occur rapidly, and without warning, Thunder Quests are loud and filled with action.

Quest Complication: Thunder indicates that there will be counter-actions, reactions and repercussions to the actions of the Quester during the Quest. Emotions are heightened during Thunder Quests with all Psych attacks and Tests raised a card (to a max of 3). Thunder also indicates the Quest is unstable and subject to sudden changes of direction, twists and reversals.

Quest Steps: At least one Motional Yin Ordeal, often involving a Fight (as a Yang Ordeal) or Yang Test, plus 1 Yin Test.

Quest: The Across The Stream Quest indicates a situation where things seem to have changed, and now favour the Quester some how. This is usually a case of a change in regime or the law that now favours the Quester in some way. This might seem like a case of out with old and in with the new, but this does not mean the new regime (or situation) is yet established and stable, or that the opposition is gone. This time is delicate and mistakes may yet cause the new regime to fall or decay.

Quest Complete: The Quest that ends on the Across The Stream Hexagram ends with the Quester accomplishing their goal. What they have achieved may only be ephemeral and may begin to fall apart almost immediately, but what they wanted to achieve has at least been achieved in some way.

Gains: Gain Chi when you take precautions and do not let down your guard, especially when it seems you have won.
Gain Stress when you are surprised or distracted.

Unchanging Edge: Once per Scene you may add Incarna Score (Boon Reduced) Pips to all cards you play to Prepare.
Changing Lines
  • Line 1 “Fording Breakdown”:
    Quest line: There are signs of a transition everywhere, and everything is pressing the Quester forwards, into trouble (adding a Hurdle, Obstacle or Failure Level to their Ordeal or Test), but if the Quester resists this urge to press on regardless, and makes sure they are ready before trying to make progress then they can ignore this trouble.
    Character Gain: Gain Yin when you drag your heels, take your time, or check behind you.
  • Line 2 “The Carriage’s Lost Curtain”:
    Quest line: This time of change creates a power vacuum or an empty office, that the authorities seem unwilling to fill. The Quester who takes advantage of this situation to make a power grab will make their own life more complicated adding an Obstacle, Hurdle or Failure Level to their Ordeal or Test. The Quester who does not draw attention, and remains patient will find themselves rewarded afterwards, as well as adding a Success Level instead.
    Character Gain: Gain Yang when you accept something and move on.
  • Line 3 “Discipling Devils”:
    Quest line: The new regime has stirred up a new danger, usually an external or hidden threat that had been controlled by the old regime, or disturbed by the new regimes expansions. The Quester will encounter a new enemy, or opposition force, that often have different technologies or abilities (in extreme circumstances they may have supernatural abilities and resources). This adds a Hurdle, Obstacle or Failure Level to the Ordeal or Test.
    Character Gain: Gain Yin when you try to intimidate or upset others.
  • Line 4 “Even Finery Turns To Rags”:
    Quest line: Scandals and secrets plague the new regime, and the Quester too, they will discover some hidden problem that would stop them from progressing that adds a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If the Quester is careful, and pays attention to the details, they will subvert this problem and instead add a Success Level.
    Character Gain: Gain Yang when you are unfashionable, prepare, or seek out hidden evil.
  • Line 5 “Neighbours Sacrifice Rewarded”:
    Quest line: The new regime brings with it new leaders, mores, morals, laws, and new religious or social ceremonies. These new ceremonies, etc are more flamboyant and exaggerated than the old regimes, but no more effective. If the Quester joins in with these new celebrations and rituals they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If they do not join in with the new ways, but stick to the old rituals and ways, then they will add a Success Level instead.
    Character Gain: Gain Yin when someone else succeeds nearby.
  • Line 6 “Head Wet”:
    Quest line: There is a danger that the Quester must pass, once they have passed it they should not look back, or dwell upon it at all, or they will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. If they instead push on regardless and without pausing then they will add a Success Level instead.
    Character Gain: Gain Yang when you plunge in head-first, or try to recapture something you lost.

䷿

(64). Waiting To Cross

Wei Chi, Waiting To Cross (or Before Completion or Before Fording), could also be called Murphy’s Law. It is the symbol of mistakes, chaos, disorder and out of control systems. It is setting your sights to the summit of the mountain, only to realise when you reach it, that the real mystery is the route back down.

Trigrams

Upper Trigram


(3). Fire

1 Yin line between 2 Yang lines is Fire, the clinging, consuming, radiant energy that suggests departure, destruction and breaking free.

Quest: Fire suggests a dangerous but obvious Quest, that may involve breaking free from some bonds, destruction of property, and separation of the Quester from allies, but it will almost always be obvious and clear what the Quester must do. Fire Quests and the breaking of bonds and destruction they are associated with, are more likely emotional, spiritual or mental in nature than physical.

Quest Complication: What the Quester must do should be obvious, but is usually dangerous. Fire Quests Ordeals are often at least High Stakes. Fire Quests usually isolate the Questers from assistance and allies, often involving imprisoning or capture.

Quest Steps: Fire suggests at least a High Stakes Yang Facet Ordeal, and both a Yin Test and a Yang Test.

Lower Trigram


(6). Water

One Yang line between two Yin lines indicates Water, not in the form of a stable static lake, but in the falling rain, the running water that seeks the ground, and a way beneath it. This is dangerous, abyss seeking behaviour, always flowing down to find its own level.

Quest: Water represents a problem that requires deep thought, a dangerous crisis or signifies traps and dangers are a part of the Quest. This is especially true when the Water is the top Trigram, as this is always unstable.

Quest Complication: Water Quests are dangerous, this might be because of traps, a dangerous Opposition, a psychotic Agent of Chaos, or inherent dangers of the area. Water quests are also deep, in that they tend to be complex, and require some thinking to succeed.

Quest Steps: Two Yin Ordeals (one Medium and one High Stakes at least) and a Yang Ordeal (High-Soul Stakes) are suggested by Water, with Obstacles and at least one Fight.

Quest: The Waiting To Cross Quest shows us a situation that is chaotic and difficult. The odds are stacked against the Quester, as while there is a route to order (across the river) this route will only be known to those few who have lived through a similar situation before, and even then they may misunderstand the forces competing in this particular chaos. Jumping in unprepared is often a recipe for disaster, in these situations and the worst case scenario for Waiting To Cross Quests is that any failure can reset the Quester back to the beginning again (as they end up on the same side of the river they started on).

Quest Complete: The Quest that ends on the Waiting To Cross Hexagram shows us a Quest that ends in chaos. This often occurs because a powerful force of opposition is not revealed until the end the Quest, and this “diablo-ex-machina” is so powerful that the Quester is caught off guard and in incredible danger.

Gains: Gain Chi when you do not think something through, attempt the impossible, or act overly confident.
Gain Stress when you Succeed at any task, pass any Ordeal Stage or Test, or best any Hurdle.

Unchanging Edge: Once per Story you may cause all cards to be discarded, shuffled and re-dealt randomly (including all Ordeal Pools, Wyrd Tarot Hands, and currently active cards and prepared cards).
Changing Lines
  • Line 1 “Tail in The Water”:
    Quest line: The Quester is encouraged by the situation to push ahead and seize the moment, but this would be a mistake and add a Hurdle, Obstacle or Failure Level to their Ordeal or Test. Instead, if they Quester is patient and waits, they will add a Success Level instead.
    Character Gain: Gain Yang when you display patience, or act humiliated.
  • Line 2 “Braking The Wheels”:
    Quest line: It should be obvious to the Quester that it is still not the time to act, but just waiting will add a Hurdle, Obstacle or Failure Level to their Ordeal or Test, instead if the Quester makes preparations, for example by training, or repairing equipment then they will add a Success Point instead.
    Character Gain: Gain Yin when you display patience, slow down, or make another wait for you.
  • Line 3 “Charging With Wet Trousers”:
    Quest line: The time to act is now, but the Quester is still unprepared, or too weak somehow, if they recognise this and try to find suitable companions to help them, then they will not add the Hurdle, Obstacle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yang when you advise against attack, fall over, or are attacked.
  • Line 4 “Battle Against Devils”:
    Quest line: For the Quester they must act now, it is a do or die moment. Even if they act now there is no guarantee of success, but to wait further will only create additional Hurdles, Obstacles or Failure Levels for their Ordeal or Test.
    Character Gain: Gain Yin when you confront a challenge, or attack an Opponent.
  • Line 5 “The Superior Light”:
    Quest line: For the Quester everything is going their way, add a Success Level to any Ordeal or Test.
    Character Gain: Gain Yang when you succeed.
  • Line 6 “The Drunk Wets His Head”:
    Quest line: The forces that drive the Quest begin changes in the world, but for the Quester it is still too soon to celebrate or they will add an Obstacle, Hurdle or Failure Level to their Ordeal or Test.
    Character Gain: Gain Yin when you demonstrate a lack of restraint, get drunk, or act convivial or festive.

None

(0). The Increated

The Twisted Philosophy of the Increated

Trigrams

Upper Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Lower Trigram


(1). Heaven

3 Yang lines gives us Heaven, the creative force of light and warmth.

Quest: The Quest will be easier if Heaven is atop the Hexagram, and more difficult is Heaven is the base of the Quest. Heaven also represents strength and power, vitality and forcefulness.

Quest Complication: Some creativity will be required to complete the Quest. This creativity may be required to imagine some solution, or the creation of some art or technique, or just a lot of imagination and perhaps a few fictions.

Quest Steps: The Creative adds 1 Yang Test if it is atop a Hexagram, and one Yang Ordeal if it is the base of a Hexagram.

Quest:

Quest Complete:

Gains: Gain Chi when you prove you exist or capture a soul or send a soul to your masters.

That table shows you the individual Hexagrams, and you can see largely how they work. Changing lines are the lines that change between Hexagrams (counting from the bottom as line 1 to the top as line 6). So if you go from a Hexagram that is all broken Yin lines to all Yang lines then all 6 of the Changing Lines will apply. If both Hexagrams match for a Character then they will instead of gaining access to the Changing Lines get a special unchanging I-Ching ability. Changing Lines also affect Quests and how they work, in a similar way.


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