Changes from Feng Shui standard

May 30, 2019 3:26 am
Just want to have a place to store all the changes for the game from stock Feng Shui in one place.

1: Fu and Magic are combined into Powers.
2: Guns and Martial Arts can be swapped
3: Gun shitcks can be applied to melee weapons
4: 2 Fu shticks can be swapped to a Sorcery (Force Shitck)
5: Initiative/combat rounds will change. The standard Feng Shui initiative is detailed, tactical and dynamic and is horrible for PBP. Instead we'll be using a simplified round structure. It will be used this way so that nobody is waiting on anyone for particular actions to be resolved.

A character will have 3 Action Points to use in a round. They can be spent how you wish. 1 AP for moving, Focusing (+3 on next skill check combat or non, cannot be stacked more than twice), Defending (+3 to Defense for entire round), Attacking (Make an attack roll). 2 AP Non-Combat Skill Check (Intrusion, Detective, Fix-it). Characters will roll Initiative by rolling 1d6 and adding their Speed score (under Reflexes). Actions will be resolved in that order.
Jul 13, 2019 3:43 pm
Hey, a quick question! Or, actually, a few and a half questions.
- What do we consider a "session" - a chapter? Since Fortune dice refill after a session, plus experience is also granted at the end, I'd like to know in advance. :D
- What do we consider a sequence? Feng Shui seems like a very action-packed system, but I doubt Academy will have any prolonged fights for them to be separated in sequences.
- ...are Fortune points and Fortune dice effectively the same thing in terms of number of them remaining?
- Is this modification still uses Aiming (or is it Focusing now?), Called Shot and Active Dodge? If yes, then how many AP?
Last edited July 13, 2019 3:45 pm
Jul 13, 2019 4:00 pm
A sequence is just a round of combat. It's a reference to film making where parts of a scene are often referred to as a 'sequence of shots'.

A session for the purpose of refilling Fortune dice would be considered a chapter, yes, or sometimes less if a chapter takes a long time to complete. Essentially, any break in RP that could be considered the 'end of a chapter' or 'a long time traveling' or even a 'group training montage' like 80's action movies would often do would count.

Your Fortune temporarily lowers as you use Force Dice unless you have a schtick that specifically prevents this.

Aiming is Focusing, Active Dodging is Defending. The initiative system for base Feng Shui is really cool but requires live interaction. Otherwise every round/sequence would be 'Okay, I Aim.', 'Okay, still your turn.', 'Okay, I am again.'

And that would take forever. But I highly encourage you to try it live with a group. It seems simple but you quickly learn it's a tactical exercise where you are trying to get your opponents to use up all their Shots/AP without using all of yours. When a opponent is out of shots they can't fight or defend, like forcing an opening in a real fight to finish off your opponent.
Jul 13, 2019 4:05 pm
Got it, thanks. :D But what about Called Shot?

It does sound nice, but unfortunately I don't have a group to try it with. XD Which is exactly why I'm here, haha.
("Force dice"? I think something was misspelled. XD)
Jul 13, 2019 4:21 pm
Autocorrect is a dick sometimes. And Called Shot I think we can say is a 2 AP action.

You do not have permission to post in this thread.