System explanation - Feng Shui

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May 24, 2019 3:48 pm
The Feng Shui 1e system by Atlas Games was originally designed to emulate Chinese action movies from the 70's and 80's. It has built in compatibility for magic, cybernetics and gunplay that only require a few changes from the original. As far as source books we'll need, really only the core rule book and 'heirs of the dragon' both of which are available at drivethrurpg.com.

There is some editing to be done for flavor but that's to be expected from most systems and really relates primarily to one major Attribute and some renaming of skills to better reflect Star Wars.

In terms of other changes, things like Info skills should be interchangeable. Some archetypes have very silly choices because the system is a little silly. Some Shticks won't exist anymore in the Sorcery section as well. I personally feel like a attitude of 'yeah sure' should generally apply.

In Feng Shui the mystical forces of the universe are reflected in a statistic called Chi. Chi represents magical superhuman abilities, luck and destiny. So, yeah. That's called 'Force' now. The sub statistics underneath Chi are Magic, Fu and Fortune. Fortune we can leave alone as it represents a character's luck and some special abilities. Fu and Magic are now combined into Powers. As in Force Powers. Get it?

Arcanowave is basically cybernetics so we'll be calling it that. Cybernetics. Instead of being based off Magic, it will be based off Intelligence (Under Mind).

Other than that we will be cutting out Fu Shticks (Shticks are this game's version of feats or talents) since they no longer make any sense in the flavor of the game. If a character gets Fu Shticks they may select an equal number of gun Shticks to be applied to melee weapons or trade 2 for 1 Sorcery Shtick. For Sorcery, the skill will be renamed Use the Force for obvious reasons. And that's pretty much it aside from adding in a Lightsaber weapon to the equipment list, that's actually all the changes that are needed.

I have compiled a list of all the archetypes that could conceivably be used for a Jedi/Force User concept in this system. It looks long because it is. Feng Shui 1st edition has 49 different archetypes in total. Names are not terribly important, since this is a adaptation, but some of the archetypes are pretty obvious as to who the analogue is. IE: Old Master. All of these archetypes are listed in Heirs of the Dragon which includes descriptions of any unique abilities they have.

Athlete
Demon Martial Artist
Elemental
Ex-special Forces
Gardener
Ghost - As in a Force ghost. I'm really not sure if this should be allowed since it would be silly, but it could easily be retooled to work as a living character.
Golden Candle Agent
Guiding Hand Archer
Magic Cop
Martial Artist
Monster Hunter
Ninja
Old Master - Yoda and old Ben Kenobi. Dooku would count as well.
Science Ninja
Scrappy Kid
Shaolin Disciple - This archetype could not be more 'I'm a regular Padawan' if it tried.
Shaolin Master - And the knight version.
Sorcerer - For Jedi who are just -terrible- at using a Lightsaber. Like, the -worst-, but are really good at Force Powers.
Taoist Wizard
Two-Fisted Archeologist
Uber Kid
Viking Warrior

Some of these are more of a stretch than others but they are reasonably well balanced with each other.


I have noticed that some archetypes listed on Heir of the Dragon do not have proper information listed on them. I'll be updating which ones here and put the corrections in a errata.
May 24, 2019 5:54 pm
https://www.drivethrurpg.com/product/156699/Feng-Shui?term=feng is that the right one?
May 24, 2019 6:14 pm
Sandelfon says:
https://www.drivethrurpg.com/product/156699/Feng-Shui?term=feng is that the right one?
Yes, that is the correct edition. I would never require anyone to spend money on something for a game but . . . I can't hand you a book. If you can find a PDF don't forget Heir of the Dragon for the archetype list.
May 24, 2019 6:16 pm
its available used on amazon for 13 bucks
https://www.amazon.com/Feng-Shui-Action-Movie-Roleplaying/dp/1887801766
I'll see if i can't find a PDF though
May 24, 2019 6:50 pm
the dragon's heirs pdf is available legally for free from atlas games:
http://atlas-games.com/pdf_storage/FSDragonsHeirs.pdf
May 24, 2019 7:04 pm
What's really nice about that is that it includes full rules for all the unique abilities and shticks for the archetypes, instead of just listing them and making you buy the source book.
May 25, 2019 6:34 pm
So, time to talk about character generation. If you've gotten hold of the core rulebook then you probably have a pretty good grasp of the general rules so I'm going to focus on expanding the explanations.

Body being the character's physical strength and toughness is a measure of how beefy a character is. 5 is human average. In Feng Shui these are broad categories that have dramatic license already built in. A Body of 5 is a average human in an action movie. Let's take Sarah Connor from the Terminator series. In the first movie she was a waitress and would have a Body of 5. But in the second movie should trained herself up to be a real badass and probably have a Build of 6. 7 would be reserved for characters that emphasized physical power. These are your Jean Claude Van Dames and your Bruce Lee's. 8 would be more like Arnold in Conan, 9 is more likely to be Arnold at the top of his body building career, pushing the limits of human ability. 10 would be officially superhuman, characters that make you go "yeah no", like Batman in the comics.

The same scale applies for the other stats. If you want to compare to Star Wars then, in all likelyhood, Luke had a Body of 6, Force of 10, Mind of 6 and Reflexes of 7, maybe 8. That way everyone can scale their characters accordingly.
May 25, 2019 9:08 pm
I don't quite get the secondary attributes and primary attributes when it comes to determining what should be what. For instance, with sorcerer, it says Chi starts out at 0, and the ( ) says that the magic either starts out as 8 or it can only go to 8... Or something. But I get the impression that they start out with 8 magic that can't be changed.

Well, wouldn't you have to have a chi of 16 to have a magic of 8? ... or something....
May 25, 2019 9:31 pm
I don't know the system, but the description and the basic attributes from Scrappy Kid sound sort of like I picture my padawan. I didn't see it on your original list, but was wondering if it might be available.
May 25, 2019 10:33 pm
I might have missed it but yes. That one would be great. Added it to the list.
May 27, 2019 10:18 pm
I just want to double check...we are using Feng Shui 1...not Feng Shui 2?
May 28, 2019 1:04 am
You are correct. Feng Shui 2 is a distillation that unfortunately is purely combat focused as opposed to Feng Shui 1 which is actually less combat focused than it thinks it is.
May 28, 2019 11:12 pm
Is ther ea place i can find the feng shui core rulebook?
May 28, 2019 11:33 pm
I wouldn't ever advocate piracy so you can find the core rulebook is on drivethrurpg.com, just make sure to not get 2nd edition.
May 29, 2019 5:24 am
So, here's what I've done: I needed to look at a whole bunch of rule books because I started up like 6 diff games and I'm not even sure if I want to continue most of them... and $20+ per book just to play a game I might not even like gets costly, so what I've done is make use of a scribd.com subscription. I've found most rulebooks on there. :)

However, Cep has everything pretty well laid out. I'm certain if you just mentioned what you want the basis of your character to be that Cep could just recommend a class for you and help you with the stats. He's had to do that for me multiple times, lol.
May 29, 2019 8:44 am
I'd be happy to do that. Also the Heirs of the Dragon source book is a list of all the archetypes and rules for making a character and I believe that it is available for free.
May 29, 2019 9:09 pm
Heirs of the Dragon is free, but somewhat abridged in my opinion. But yeah, look at the list of archetypes from the earlier post and then someone can walk you through the specifics.
May 30, 2019 11:48 pm
Hmmm... demon martial artist sounds cool. What would it translate to in star wars terms?
May 30, 2019 11:56 pm
It's more of a selection of skills and talents. This system was originally designed for action movies so that would be your Sub-Zeros or one of the demons summoned in Big Trouble in Little China. In this one it's more suited for a melee build it looks like. Don't worry too much about a template you don't like, I don't see a problem with swapping to a different one later if it doesn't work how you imagine.
Jun 1, 2019 5:43 pm
So, a question for everyone that I've been pondering. Currently there are no Shticks to enhance a character's strength or speed and I had a concern about weapon damage for lightsabers.

So, to that end, I wanted to inroduce a new shtick under 'Sorcery' that lets you add half your Powers rating to a single, physical secondary attribute like Toughness, Move, Agility, etc. You could also add to Perception but not Intelligence or Charisma. That will cover the various Jedi feats of strength and speed.

As for damage, I'm caught between having a set damage amount, like 15 or having it based off Agility to separate it from other melee weapons. I would probably do Agility + 8 but that would be open to changes as well. Thoughts?
Jun 1, 2019 6:07 pm
I say base it off of something like agility. That would help differentiate between someone that's great with a lightsaber and someone that is not.
Jun 1, 2019 8:28 pm
I have thought of that but since Martial Arts is based on Agility I am concerned about it being the only weapon that stacks accuracy -and- damage from the same base stat, Agility. But it -is- a Lightsaber.
Jun 4, 2019 3:58 pm
Okay, so I wanted to start moving forward with the game so I'm going to start matching up Padawans with Masters. If you guys have a particular match-up you want, PM me. Again, if your character has no stats and you want help, please contact me with what you're looking for and I'll have it made a few minutes after seeing your message.

Additionally, for lightsabers, for now I think we're going to go with Agility + 8. That makes them extra-ordinarily powerful but since every character is going to have one or more and hopefully you guys aren't going to try to kill each other right away, it's a good, safe level playing field to test.
Jul 16, 2019 4:40 pm
Deal! Glad I'm reading through the forums today. I think for the sake of time and convenience this is the choice that enwisens the dull man.
[ +- ] Propriety check
.
Jul 17, 2019 1:19 pm
Hey, Cep, I have a question about combat impairment. :D Does it affect the attributes themselves? The rulebooks says that it adds penalty to "all AVs", but AV is a skill bonus + attribute. Does damage rating count as an AV?

In a hypothetical situation, if both combatants are impaired, attacker for 1 point and defender for 2 points, would the damage of a melee attack be
1 + (Strength-1) + Outcome - (Toughness-2) or just 1 + Strength + Outcome - Toughness?
Last edited July 17, 2019 1:20 pm
Jul 17, 2019 2:36 pm
It's more correct to read it as a -1 (or -2 if you get hurt that much) for the roll rather than a skill. It says AV which usually means a skill but in the case of not having a skill your default attribute becomes the AV so it's really easier to just say -1 to all rolls. So as far as damage is concerned, it's only affected by the fact that you have the -1 to your roll.
Jul 17, 2019 2:41 pm
So, in the specific situation above damage will be 1 + Strength + Outcome - Toughness, where only Outcome is affected by both impairments?

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