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.
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.