It's time for our third preview from the Jade Powers chapter. As a reminder, all backer will have access to the draft version of this chapter on September 1st, and anyone supporting this project will be able to read the entire draft manuscript by the end - before any pledges are processed or payments collected. The team wants to make sure you know what you're getting into with this game and confident in your pledge.
So today, we're gonna take a peek at Chains!
Jade Powers: Chains
The Jadebearers of Eos possess a combination of powers, known as Edges, Sorceries, and Chains. This chapter explains each of these power categories, their requirements, and what each one does when wielded. These benefits can be as simple as granting an Enhancement to your character’s action or a Complication to an opponent’s, or as intricate as a succession of spells, dynamic moves, and destructive infernal magics.
Chains are intrinsically linked to your character’s Discipline Path. They are the way in which your character channels their Jade power through physical action and performance, mental calculation and reasoning, and social cunning and influence. Chains link multiple actions into one combination of devastating moves, and more than any other feature, separate Jadebearers from those without a fragment of the Malefic.
Chains Unlike Sorceries, Chains are flexible and unpredictable, and the resulting activation of a Chain gives a slightly different effect each time it’s called into action.
Chains are all about escalation. They’re magics that build upon a foundation and get bigger and more powerful depending on the effort expended. Where Sorceries have a (somewhat) predictable cost, Chains are wide reaching, and the same Chain with the same results could cost everything or nothing or anything in between.
While many Chains involve epic displays of martial prowess, they’re not limited to the realm of the physical, and a Chain could just as easily be deployed in an influence or investigation scene. The only things necessary for a piece of magic to be classed as a Chain is the ability to build upon itself, for Jade to be gambled, and for the potential for epic dice pools.
Activating Chains
Chains are activated by making an action with the character’s Skill + Jade, with the required Skills and difficulties listed within each Chain. Some Chains list two Skills as potential options, in these cases, when a character learns the Chain they must pick which Skill to use for activation. Chains list a number of prerequisites in the form of Skill ratings and Disciplines — a character needs only meet one of these prerequisites to be capable of learning the Chain.
Chains are considered either simple or reflexive actions. With simple action Chains; the Chain’s impact is fully included within that action, for example, the Rising Dragon Flame Chain includes the necessary attack within the action. Reflexive Chains don’t do anything in and of themselves, instead, they essentially charge up any future actions that would benefit from the Chain. For example, Fist of the Western Wind includes no attack, but enhances all close combat actions for the scene.
Chains are formed from a series of links, all of which cost hits. The first link is the Chain’s base effect, and is achieved automatically by meeting the Chain’s difficulty, therefore it doesn’t have a listed hit cost. All other links have a defined hit cost and are purchased with the remaining hits, regardless of whether they were earned on the Chain activation action or subsequent Jade gambling (see Gambling Jade below). Some links can be purchased multiple times for the same hit cost; these are marked with the Multi-link tag. Links must be purchased in order, but a character needn’t fully complete the Chain and can stop at any point. The Chain breaker is always the final link of the Chain and requires all other links to be purchased first.
Only one Chain can be activated by a character per round, even if it’s reflexive.
Chains and Jade
Using Jade to activate Chains shares a lot of similarities with its use in Sorceries, however it’s here that the gamble really begins to make it’s benefit clear: Chains allow for the Jade pool to be included in the action many times over, making for some truly spectacular dice pools when circumstances allow and the characters are willing to take the risk.
Like Sorceries, Chains have no upfront cost and are free to use as long as the character has at least 1 point remaining in their Jade pool. When activating a Chain, the character forms a pool based on the Chain Skill + their Jade pool and takes an action against the difficulty indicated in the Chain. There are two things a player is looking for here:
Count the hits from both the regular and Jade dice; did the action generate enough hits to meet the target difficulty? If it does, the character gains the benefits of the first link and can proceed to gamble with their Jade for even more hits (assuming they have the power remaining to do so). If it doesn’t generate enough hits, the action fails as normal. A failure here means they cannot gamble with Jade for more hits.
Do any of the Jade dice show a 1? If so, the character immediately reduces their Jade pool by 1. If this reduces their Jade pool to 0, they cannot continue to generate additional hits for the Chain by gambling with Jade, nor can they use any Chains or Sorceries until they reclaim at least one point of Jade.
As long as the action succeeds against the initial difficulty, the character achieves everything listed in the Chain’s first link and can proceed to gamble Jade to generate more and more hits. Every hit gained during the activation, and subsequent gambles is eligible to be spent working their way along the Chain, buying effects in order until they’ve run out of hits to expend, or until they decide to stop. Whether they only use the hits from the Chain activation or try to get more by gambling with their Jade reserves really depends on how willing they are to pitch risk against reward. In this way the Chain flows in two directions; the gambles form a chain of hits, and those hits fuel the results of the Chain.
Chain Activation Summary
To activate a Chain, the character makes an action with the Chain’s Skill + Jade. If they roll any number of 1s on the Jade dice, they immediately lose 1 point of Jade. This action must meet the Chain difficulty for the gamble to proceed.
If the Chain activation action was a success, the character unlocks the first link and can spend hits on further links.
All hits, both from the activation action and every subsequent Jade gamble, can be spent on buying whichever Chain links the character wants.
Chain links must be purchased in order, and a link cannot be skipped.
Should they wish, the character can gain more hits by gambling with their Jade pool. Each time they activate a Chain, they can gamble a number of times equal to their current Jade pool; a character with Jade 5 can gamble five times, while they could only gamble once if their Jade pool was 1. Note that any Jade lost on the activation action has already been removed from the Jade pool.
The character chooses whether to gamble or not and can stop the gamble at any stage.
Jade gambles use only the Jade pool, meaning the action will range between 1 and 5 dice.
Jade gambles count double hits on a different target number than normal, depending on how many times you’ve gambled so far for that Chain (see the Gambling with Jade table).
If any amount of 1s are rolled, the character loses a point of Jade once the gamble finishes; this is cumulative, meaning the character could lose 1 Jade for every time the Jade pool is rolled during the gamble. Rolling a 1 during a gamble does not end the current gamble or reduce the number of remaining gambles available.
The maximum Jade a character can lose across an entire gambling run is equal to their Jade pool at the start of that run.
Chains of the Jadebearers
The following Chains are some of the most practiced by the various disciplines. The number of Chains you begin with is defined by your Discipline Path.
Across Heaven’s Face
The stories say the greatest Jadebearers could cross a kingdom without their feet so much as touching the cursed earth of the Malefic. Walls were no more an obstacle than open ground, while rooftops, treetops, ship’s rigging, and cliff faces were less of a barrier and more of a conduit. Gravity obeyed their whims, and the world felt all the more open because of it.
Skill: Athletics
Prerequisites: All Disciplines
Action Type: Reflexive
Difficulty: 2
Duration: 1 scene
First link: As long as they maintain momentum, the Jadebearer can traverse any vertical or near-vertical surface — walls, cliff faces, tree trunks — as if it were flat ground, leaving no marks and making no sound.
Second link(2 hits, Multi-link): The Jadebearer bounces off their allies in a display of perfect teamwork. For each purchase of this link, the Jadebearer adds 1 die to any Athletics or combat action for either themselves or their ally. These dice can be redistributed at the start of the Jadebearer’s turn.
Third link(2 hits): The Jadebearer can balance indefinitely on any surface regardless of its size or stability — a sword tip, a rope in a gale, a single leaf. This does not prevent them from being knocked off their perch but does allow them to balance on another suitable object.
Chain Breaker(3 hits): The Jadebearer moves to a point they can see within long range as a single fluid motion — up, down, sideways — passing across or over any reasonable obstacle, enemy, or barrier they could conceivably run or jump over. This does not allow them to pass through walls or gaps too small to fit through, simply treat gravity as optional.
Death by One Thousand Cuts
Patience is its own form of cruelty. Death by a Thousand Cuts asks nothing dramatic of its practitioner — just persistence, precision, and the willingness to watch something fall apart one small wound at a time. The use of this Chain is often used to humiliate or bring low a foe; it’s readily apparent to every witness that the Jadebearer has the skill to end the fight sooner, but chooses this path instead.
Skill: Close Combat
Prerequisites: Close Combat 3, Duskheart, Silver Claw, Sword Saint
ActionType: Simple
Difficulty: Opponent’s defense
Duration: 1 action
First link: Inflict the Knockdown/Trip Trick, leaving the opponent lying prone.
Second link(2 hits): Inflict the Bleeding and Stunned status effects on the target.
Third link(2 hits): The target is Shoved back 1 range band and left with the Broken Bone status effect.
Chain Breaker(2 hits): Double the damage dealt by the Bleeding status effect.
Everywhere and Nowhere
There are many styles of fighting practiced across Eos, and this Chain pulls from them all, prioritizing freedom of movement and speed over all else. The Jadebearer lurches from one opponent to another, constantly keeping their opponents off balance. Their adversaries remain unsure where their target will be when they attempt to retaliate.
First link: The Jadebearer increases their Defense score by +1
Second link(2 hits): The cost of purchasing the Shockwave Trick is reduced to 1 hit, and can be applied against opponents within medium range of each other. If it was a close combat attack, you choose which one you’re stood next to once the attack concludes.
Third link(2 hits): Following any failed attack against the character, they can move themselves within close range of any other combatant (friend or foe) as a reflexive action, as long as they’re within medium range. These newly engaged opponents must attack the Jadebearer on their next turn, as if they had bought the Attention Trick.
Chain Breaker(3 hits): Any opponents whofail to hit the Jadebearer during a close combat action overextend themselves and fall prone.
Jade Pulse
The cinder of the Malefic permeates every cell of the Jadebearer, a power barely concealable from the world. This Chain lets some of that power slip out, unrestrained. The Jade inside erupts as a spiritual wave of energy, blasting their enemies with raw power and laying low armies.
Skill: Esoterica
Prerequisites: Esoterica 3, Jadecaller, Silver Claw, Sword Saint
Action Type: Simple
Difficulty: 2
Duration: 1 action
First link: Push all enemies within close or short range back to medium range.
Second link (2 hits, Multi-link):Extend the pulse’s range by 1 band, catching additional enemies.
Third link(2 hits):All enemies caught in the pulse gain the Dazed status effect.
Chain Breaker (3 hits):All enemies caught in the wave gain the Weakened status effect, staggered by the raw expression of Jade energy.
Pluck the Eyes of the Enemy
Many situations could be resolved so much easier if you could but see through the eyes of another, and witness what they do. This Chain does exactly that, and ensures the Jadebearer need not physically witness something themselves, instead, they can experiencing the scene vicariously, through the senses of another. What’s more, should they wish, they can deny the real witnesses of the scene that which they’ve borrowed.
First link: The Jadebearer gains access to all the senses of any target withing sensory range.
Second link(2 hits, Multi-link): The Jadebearer can access the senses of one additional target for each link purchased. These targets can be within the sensory range of the Jadebearer, or someone they’re sharing senses with, allowing them to chain the effect. Each additional target adds +1 Enhancement to any relevant sensory action, as well as combat actions against them.
Chain Breaker(3 hits): The senses aren’t just borrowed, they’re stolen. Affected targets gain the Blinded/Deafened status effect for the scene.
Rising Dragon Flame
With a series of attacks, the Jadebearer launches their opponent into the air, using the momentum of the attack to follow them skyward. Following the attack, the Jadebearer always lands safely, no matter what heights they reach.
First link: Inflict 1 injury. Both Jadebearer and target move 1 range band vertically.
Second link(2 hits, Multi-link): Both the Jadebearer and the target climb 1 range band vertically. The victim sustains 1 injury for every 2 range bands climbed from the subsequent fall.
Chain Breaker(3 hits): Opponent gains the Burning status effect and the Jadebearer’s close combat attacks gain the Flaming tag for the rest of the scene.
Stem the Tide
Few soldiers can take on a horde of assailants and live to tell the tale. This Chain exists to test the mettle of the Jadebearer against these faceless mobs, showing how one can make light work of the many.
Skill: Close Combat orRanged Combat
Prerequisites: Close Combat orRanged Combat 3, Cloud Dancer, Silver Claw, Sword Saint
ActionType: Reflexive
Difficulty: Tide’s defense
Duration: 1 scene
First link: The character is immune to the Tide qualities of Encircling and Pressing Bodies.
Second link(2 hits): The Tide is always at a disadvantage when it comes to the character and can only use its secondary pool to attack the Jadebearer.
Third link(2 hits): Should the Jadebearer land a successful hit on the Tide, they cannot use the Endless Tide quality during that turn.
Chain Breaker(3 hits): Should the Jadebearer land a successful hit on the Tide, they commit so much carnage that the Tide is automatically reduced by one size. Should this take them below Small, the Tide is vanquished.
Summon the Blade from Beyond
With nothing but a thought and the slightest of beckoning gestures, the Jadebearer calls their favored weapon to their waiting hands, striking enemies as it crashes through their ranks. Despite the name, this Chain allows any weapon to be summoned, bladed or not — the only criteria is that it must truly belong to them, and it cannot be in use by another, or imprisoned in Jade.
Skill: Close Combat or Ranged Combat
Prerequisites: Close Combat or Ranged Combat 3, Cloud Dancer, Jadecaller, Silver Claw
ActionType: Reflexive
Difficulty: 2
Duration: Special
First link: The weapon arrives in the Jadebearers hands, regardless of their location.
Second link(2 hits, Multi-link): The weapon spins toward its owner, striking objects and people as it passes. The Jadebearer selects 1 target for each purchase of this link; these must be within long range and cannot be behind cover.
Select 1 of the following outcomes for each target:
Inflict 1 injury.
Perform the Disarm or Trip Trick.
Strike the object (open/close an unlocked door, nudge a lever, cut a rope, etc.)
Carry a small item to the Jadebearers hands (keys, an unguarded knife, a book, etc.)
Chain Breaker(3 hits): For the rest of the scene, the weapon gains the Possessed and Retaliatory tags, and you cannot be disarmed.
Unstoppable Tide
When the Malefic perished, their Jade pierced everything it touched, either corrupting it or bringing it to a semblance of life it didn’t deserve. This Chain imitates this effect to some degree, as the Jadebearer infuses the area with their essence and brings it to life. The ground swells, bugs grow to unspeakable sizes, and even the air itself obeys the whims of the cinder, as nature turns the wielder into a veritable tide of their own.
Skill: Pilot
Prerequisites: Pilot 3, Deadhand, Cloud Dancer, Jadecaller
ActionType: Simple
Difficulty: 2
Duration: 1 scene
First link: All antagonists within medium range gain the Slowed status effect.
Second link(2 hits, Multi-link): Each purchase of this link allows the Jadebearer to ignore the effect of a single attack, as the tide takes the blow on their behalf. This decision can be made after the attack is made.
Third link(2 hits, Multi-link): The swarm gets an attack pool of its own, with each purchase of this link gifting it 3 dice for the pool and one weapon tag. It operates with the same Initiative as the character.
Chain Breaker(3 hits): The sheer volume of creatures ensures everything out to medium range is affected with both the Fortified and Havoc area effects (Moderate).
Words That Bind the Soul
The Jadebearer reaches into the soul of the target and ties their word to their fate. Those who break what has been agreed upon do not merely disappoint; they suffer. While the Inkbinders are well known for this Chain, that hasn’t stopped other Jadebearers from warping the wills of others.
First link: Force the target to answer one question truthfully.
Second link(2 hits): Bind the target to a stated course of action for the scene. They suffer a Minor Complication on any action taken against this commitment; failure to resolve this inflicts the Guilty status effect.
Third link(2 hits): Extend the binding for the session.
Chain Breaker (3 hits): Any attempt to break the oath now triggers a Major Complication. Failure to resolve it inflicts the Agony status effect; the pain only lessens when they work toward completing the task.
Have a great weekend! I'll be back at the start of September (can you believe we're almost done August?!) with the download of Chapter 5 from the draft manuscript, when you'll learn all of the Edges, Sorceries, Chains and rules for duels and the jade pool and gambling jade and all the cool things that Jadebearers can do.
Please continue to spread the word about this campaign - there's so much going on every day that it's pretty easy for possible fans to miss out. And the more backers we get, the more bonus rewards we can add for those who have come out to support the project.
At $32,000 in Funding - JADESTORM NOVELLA
JADESTORM NOVELLA - A short story written to explore the world of Eos and the play experience will be will be added to the rewards list of all backers receiving the Jadestorm PDF as one of their rewards.