Feng Shui

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Silver Dragons Carson City Kid - Jonny Tam - "Dry" Martini - Hobart - Leroy Long - Jin Chow - Striker 9
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All Content Category:Feng Shui
Note there is now a Feng Shui 2.

Feng Shui is a game designed by Robin D. Laws and originally published by Daedalus Games, later published by Atlas Games, and now out of print. It's a game of action movies, and while its original focus was on the bullet-spewing blood operas, wire-flying kung fu flicks, and creepy ghost stories of the Hong Kong movie scene both the main book and our own play has expanded it to include themes and archetypes from many Western film styles as well.

Our plot follows a mismatched group of heroes who find themselves thrust together by accident, fate, and the Secret War. Led by The Professor, the last surviving leader of the Silver Dragons, they fight to stop any of the myriad of other factions who fight the War from gaining control of the world's Feng Shui sites and their power to bend humanity and the world itself to their will.

Errata & House Rules

  • Starting initiative is -(Speed+1d6). The initiative order will begin counting up from the lowest negative number. Chi will recharge on shot 0, 10, 20, 30, etc. Replace any rule referencing durations measured in sequences with an equal number of 10-shot intervals (if a target is paralyzed for 2 sequences, he's paralyzed for 20 shots instead). Arcanowave devices that provide mutation points for each sequence they're used provide the first as soon as they are turned on, the second at 20 shots, the third at 30, etc. This is significantly different from the stock initiative rules, and is primarily intended to keep slower characters from having to sit out 1/3 of the action.
  • People attacking mooks have two choices regarding how they engage the horde:
    • Firing on "targets of opportunity" results in killing 1 extra mook for every 2 points rolled over the mook threshold (usually around 13); "glass half full." This is usually better for low-skill or wounded characters who want to get a few mooks, but would like to benefit from the occasional chain of 6's.
    • Selecting multiple targets will apply a -1 penalty for each mook engaged, but they all go down if the mook's threshold is exceeded, "all or nothing." This is usually better for higher skill characters who want to get a middling number of mooks, or anyone who needs to take down a large number of mooks right now.
  • The Guns Schtick Carnival of Carnage functions differently than outlined. You can still purchase a maximum of four schticks in Carnival of Carnage. Each level provides a +1 bonus when firing on mooks. Net effect in-game is identical, but this is easier to track at the table.
  • Guns on full auto provide a +1 for each burst (3 rounds) fired when engaging mooks. Recoil penalties (usually -1 for each third burst) are not figured into this to keep the math simple (the progression of bonuses goes +1,2,3,4,5,6 rather than +1,2,2,3,4,4). Players with Lightning Reload at 3 (you normally never run out) will find they still run out of ammo if they spend a lot of time hosing mooks.
  • Spending a shot going "Ka-Chink!" with a pump shotgun nets you a +3 to damage, not a +1, to give the players some reason to do it rather than just aiming for a shot instead.
  • Number of grenades carried by a character is not based on any concrete value. Instead, a character merely has "Grenades" as a weapon, and is allowed to use one per sequence (see above for changed sequence rules). Which type of grenade is used is up to the player, and is decided when the device is used.
  • Feng Shui sites provide 1 XP per session, rather than 3. They will also usually provide a small bonus to some other element of play.

The Silver Dragons

Original Timeline

Team XP is 235 as of 2/8/11.

Critical Shift Timeline

Team XP is 38 as of 4/24/12

Story Arcs

  • Three Days to Never: One of the factions has created a deciding weapon in the Secret War: a device that can open a portal to any time and place, but it comes with a price: the slow destruction of reality. Our heroes must race against the clock to save their very existence.
  • X Marks the Spot: Every legend has to have a basis, and the East is not the only place to house sites of great power. What if Francisco Coronado wasn't just chasing the myth of a city of gold? It belongs in a museum indeed.
  • Critical Shift: The timeline has been altered drastically, but does anyone know it? A new band of unlikely heroes arises in an alternate Hong Kong and must re-unite the scattered Dragons to save the world, but whose world will they be saving?

Single Session Stories

Planned Arcs

  • None at the moment.

Junctures and Places

These are the Junctures and Places for the original timeline. While some such as Feng Shui sites and the Netherworld are static despite temporal shifts, others change. For information regarding locations in Critical Shift, go here.


Table of Juncture Modifiers


69

1850

1996 (Contemporary)

2056

The Netherworld

Factions and NPCs

Factions of the Secret War

  • The Four Monarchs - These exist in canon, but they haven't seen any involvement in our campaign. Maybe they exist, maybe they don't.


Allies

Independents

New Stuff

Weapons

Spy Gadgets

Arcanowave Devices

Vehicles

Quote Page

Quote Page: "Oh. So I’ve just killed us all. Good."