Emerald Expansion 3 - Iron Hats

Iron Hat
Skill: Light Melee-1d10
Damage: Reasoning+1d10
Range: Melee (thrown 10ft)

The iron hat is a very interesting weapon. It has, truth be told, a lot going on, with THREE passive effects to keep in mind: you damage yourself if you roll all 1s on your attack, it gives +2 Parry, and Total Successes do an Extra Wound instead of an additional damage die. It's typically used in melee but can be thrown, has an accuracy penalty, and my absolute favorite bit: it does Reasoning for damage. Brilliant, I love the use of unexpected skills.

This is also the first weapon we've come to that has NO printed techniques for it, so I've tried to run the full gamut from utility to different methods of damage to a Stance of all things.

Fun fact, someone at my table said that the Iron Hat does Sharp damage not because of the metal brim, but because when you wear one you look sharp.

I've chosen to present the techniques in level order rather than alphabetically so you get a sense for how skill with the weapon progresses. Without further ado:

Bigger Bonnet
Discipline: Neigong
Skill: Reasoning TN7
Type: Normal or Counter
Qi: 1

You enlarge your hat up to six times its original size in order to slow a fall, use it as a raft, or employ it in some other manner.

Roll Reasoning against TN 7. On a Success your hat inflates with Qi energy, becoming six times its original size. This chiefly reduces your falling speed to negligible amounts and functions as a boat with 4 Integrity.

Cathartic: Cathartically you automatically succeed without needing to roll. You may use this if you have already failed to use the non-Cathartic technique, but in that case you take 4 additional Imbalance.

Snapback Skimmer
Discipline: Qinggong
Skill: Light Melee against Evade
Type: Normal
Qi: 2

You throw your hat to cut one target before skimming on to the next.

Roll Light Melee against the Evade of one target within 5 feet per Rank of Qinggong. On a Success she takes normal damage. You may continue rolling Light Melee against Evade followed by normal damage until you miss or there are no longer new enemies separated by only 5 feet per Rank of Qinggong. If on any attack you roll all 1s, the hat does return to you in order to deal its damage to you, but otherwise it falls on the ground after hitting the last person.

Cathartic: Cathartically the hat returns to you after the technique is done, dealing no damage to you.

Twenty Rooster Stance
Discipline: None
Skill: Reasoning TN6
Type: Stance
Qi: 3

You embody the idea that “a rooster crows only when it sees the light,” clutching your hat and finding the perfect chance to strike.

The first hat attack you make from this Stance gains a +3d10 bonus to the Attack Roll.

Cathartic: On a Cathartic use the first hat attack you make from this Stance additionally deals 2 Extra Wounds.

Thundering Thwack
Discipline: Waijia
Skill: Light Melee against Parry
Type: Normal
Qi: 4

You bring your iron hat down upon your enemy with a resounding thud as its metal crashes against her bones.

Roll Light Melee against the Parry of one target. On a Success you deal Open Damage.

Cathartic: On a Cathartic use you deal 3 Extra Wounds.

Crash of Haunted Madness
Discipline: Neigong
Skill: Light Melee against Parry
Type: Normal
Qi: 5

You extend your hat to cover a swath of people in darkness before subjecting them to horrible visions spawned from the depths of your mind.

Roll Light Melee against the Parry of everyone within a 10 foot per Rank of Neigong area before you. On a Success roll normal damage against Wits instead of Hardiness. On a Total Success the area doubles.

Cathartic: On a Cathartic use your hat remains in place for a number of rounds equal to your Neigong, allowing you to roll its damage again to those inside on each of your turns. People inside are considered Restrained, however escaping requires a Reasoning roll against your Wits (rather than the usual Grapple versus Parry).

The Twirl of Twisted Streams
Discipline: Waijia
Skill: Light Melee against Parry
Type: Normal
Qi: 6

You spin your iron hat with your hands, edging closer to your foe as you twirl it about to cut ribbons through his skin, jeopardizing his very ability to use kung fu.

Roll Light Melee against the Parry of one target. On a Success you deal normal damage plus reduce his Waijia by 1 for 1 minute. This technique does not stack. As a reminder, individuals with no ranks in a discipline may not use techniques from that discipline.

Cathartic: On a Cathartic use, if this technique would kill the target, you may instead choose to permanently seal his ability to use Waijia.

The Curse of Knowledge
Skill: Light Melee against Parry
Type: Normal
Qi: 7

You strike someone hard in the temple with your iron hat, sending the metal thud reverberating through his entire cultivation base.

Roll Light Melee against the Parry of one foe. On a Success, choose a martial discipline. He takes 1 automatic wound for every two techniques he knows of that discipline.

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