Cyberpunk Feng Shui

By Patrick O' Duffy

One of the cool things about Feng Shui is the ease in which you can adapt it's rules to other systems, and other game settings to it's rules and milieu. The Cyberpunk 2020 RPG is an excellent example: both games feature hyperkinetic violence combined with attitude and style. In fact, John Woo is essentially Cyberpunk without the cyberware. The following conversions allow you to quickly convert your Cyberpunk game to Feng Shui rules. Characters, netrunning, and cyberware are all streamlined so you can run your 'Punk games Feng Shui style.

Incidentally, with a little tweaking, you could just as easily adapt this material to your Feng Shui games. The characters are virtually interchangable, and the Cyber-schticks work just fine in a Feng Shui game (in fact, they fit right in). The only real difference is that Cyberpunk tends to be a bit less cinematic (and more deadly) in the way it handles combat. That, and the absence of fu powers, sorcery, and the like. You might want to adjust things a bit as a result. Of course, you could just take the cyber-schticks and insert them directly into your game. It should be easy for you to adapt the Cyberpunk setting into your game.

Other than this little bit of commentary, all the material here was written by Patrick O'Duffy, a frequent contributor to the Feng Shui mailing list. Next time you see him online, tell him what a good job he's done.

Attitude

Cyberpunk 2020 is a kinda anal-retentive system. Character creation requires lots of numbers, you have to minmax stuff and keep track of how much money you spend. There are lots of rules to cover various dangers, in and out of combat. It tries to cover all the bases and keep an eye on game balance.

Bugger that.

These rules are for a simplified, player-friendly system. It has a little more “realism” than Feng Shui, but not much. The aim is to keep things fast and simple, both for character creation and for play, same as in FS. I tend towards a fast-n-loose style of GMing, and I improvise a lot. GMs who like more detail and coverage may get frustrated by the gaping holes in these notes. Mea Culpa.

Rules Changes

Stats

The Chi stat is gone. All PCS have 2 Fortune Dice. The max on all other stats is 10, human average is 5.

Skills

To reflect the more “real-world” level of things, skills are generally lower. 13 is the maximum level for combat skills, 14 for non-combat. The Difficulty of stunts/actions is the same — therefore, characters should be handle anything up to “Real Tough”. With no Fortune stat, Gambling is now based off Perception. PCS who don't have Guns or Martial Arts as starting skills may buy those skills during creation, but cannot have an AV greater than 10.

Equipment

Players can use guns from the 2056 list in the FS rules. You can safely assume the players know the C-Punk genre well enough to think of other cool equipment to use.

Damage/Combat

All weapons do +2 Damage, while bare handed damage stays the same. Characters receive 1 point of Impairment for every full 5 Wound Points they take (i.e., 0 Imp for 0-4, 1 Imp for 5-9, etc.). Characters make Death Checks after taking 25 WPs, with the difficulty of the Death Check modified accordingly. Healing… well, I'll burn that bridge when I get to it. Probably a Constitution check, with healing equal to the Outcome (bonus to the AV depending on medical attention), once per day of game time.

Armour

Because armour is more plentiful in a C-Punk environment, it works better than it does in FS. Subtract half the Armour value from the wearer's Agility-based AV. This doesn't apply to Armour that comes from Cyber-Schticks.

Cyber-Schticks

CyberOptics

Covers all the various eye implants. Lets you see in I-Red, has telescopic functions, camera, Heads-Up info etc. Whatever's appropriate. General +2 to all visual Perception checks.

CyberAudio

Again, covers all the basics. Radio, enhanced hearing, CD player, maybe a recorder or something. +2 to hearing Perception checks. Both of these Schticks should be whatever the player thinks they should be.

CyberLimb

Pretty much the same as a FS “Robot Limb”. Effective Strength of 12 with that limb. Two legs gives you a Move of 12. If you have two limbs, you get 1 pt of Armour free; 4 limbs gives you 2 pts of Armour.

Stat Boosters

Pretty much anything that boost one sub-stat. Each schtick boosts the appropriate stat by two. You can only take boost a stat once.

Smartgun Link

Gives +1 to AV when using a Smartgun. If aiming, you get +1 for one shot, +3 for two shots. Assume that all the PCS guns are Smartguns.

Cyberweapons

Things like fingernail razors and vampire teeth. Work out an appropriate damage bonus (bearing in mind the Damage increase for weapons), where the thingie goes and what it looks like.

Cyberguns

You have to have a CyberLimb to put the weapon into. Pick a gun from the list of weapons. The gun has a full clip of ammo, changing it takes a moderately inconvenient amount of time and effort.

Pain Editor

Ignore 1 point of Impairment. Make Death Checks at 30 Wound Points, but with the same difficulty that other players would (i.e., based on WPs over 25).

Special Sensors

Radar, Bug Detector, UV Scanner or whatever. Let the player define what it does, give them a +2 Perception bonus when using the sense, and work out any special benefits it might give.

Chipware/Skill Chips

The player can use a Fortune Dice to have exactly the right chip available. Roll a dice, and give the player that number as the bonus for the appropriate skill for the rest of the game, or until the player changes chips. The player can't have a chip for a skill she already possesses, and the total AV of the skill can't be more than 12.

Player's Choice

If the player has an idea for a cyber-thingie that these schticks don't cover, work out the details with her and come up with something appropriate. Nothing too game-destroying, but nothing too pissweak either.

Pissweak Stuff

Interface plugs. Colour-changing hair. Skinwatches and beepers and tattoos and all that. If players want this stuff, just let them have it without spending any schticks.

Special Rules

Cyberpsychosis

Nah, forget that. If the players want to be crazy, let'em be crazy; they don't need rules for it.

Netrunning

Ludicrously simplified to keep it fast. Look in the “Netrunner” template. For GMs, design a netrun as a combat scene or role-play vignette, with unnamed and named defence programs. Bigger Data Fortresses have more scenes, maybe some puzzles or stuff like that. Treat it like half dream sequence, half solo adventure, but get it over and done with quickly so the other players don't get bored.

Other Schticks

All roles have a Unique schtick or two, with the option of taking cyberschticks or other stuff. Some roles give the option of taking certain FS schticks — if these schticks would normally require Chi to be spent, ignore the cost.

Money

Don't worry about it. Keep the whole poor / working stiff / rich thing from Feng Shui.

Stuff I've Forgotten

Whatever. Fake it.

Final Note

If players want schticks or equipment that these rules don't cover, well, I say let 'em have it. Like it really matters.

Characters

Solo

Attibutes
Body 6, Mind 5, Ref 6.
Add 3 points to primary attibutes. Add 1 point to two secondary attibutes.
Skills
  • Guns +7 (=13)
  • Martial Arts +5 (=11)
  • Leadership +2 (7)
  • Driving +3 (9)
  • Intimidation +2 (7)
Add 4 Skill Points. Switch values for Guns and Martial Arts if desired.
Unique Schtick
Hair-Trigger Neck Hairs (as per FS, p 78).
Other Schticks
The solo can have 5 other schticks, chosen from the various cyberschticks or the list below:
  • Carnival of Carnage (up to 2 schticks)
  • Fast Draw
  • Both Guns Blazing (one level only)
  • Bite of the Dragon
  • Fox's Retreat
Weapons
Any four weapons from the stuff listed in FS.
Wealth
Working stiff.

Rocker

Attibutes
Body 5, Mind 5 (Cha=9), Ref 5.
Add 4 points to primary attributes. Add 2 points to secondary attributes.
Skills
  • Seduction +4 (=13)
  • Leadership +4 (=13)
  • Guns +2 (7) [Max 11]
  • Martial Arts +2 (7) [Max 11]
  • Info/Appropriate Art Form +4 (=13)
Add 6 Skill Points.
Unique Schtick
Everybody Loves You — You have many fans and are a popular figure. You may use your Leadership skill on pretty much anyone who might recognize your face, and use it like Deceit to persuade your fans to allow to get away with something “just this once”. You may spend a Fortune Dice to have a bunch of your fans suddenly appear and do whatever you ask of them (within reason), like cause a distraction or start a riot.
Other Schticks
4 cyberschticks.
Weapons
One or two appropriate items.
Wealth
Working stiff or rich, player preference. Rich Rockers have other hassles, like contracts and commitments to worry about.

Netrunner

Attributes
Body 5, Mind 5 (Int=9), Ref 5.
Add 3 points to primary attributes. Add 3 points to secondary attributes.
Skills
  • Info/Computers +5 (=13)
  • Info/Other +3 (12)
  • Info/Other +3 (12)
  • Fix-it +2 (=11)
Add 7 Skill Points.
Unique Schtick
Netrunning — You can plug into the Net and run Data Fortresses. This is done as a combat situation, using your Info/Computers skill as your AV. Most defensive programs are “mooks”, but there are “named” ICE programs. Your programs act like a ranged weapon, using your Intelligence+2 as damage. Your Willpower works as Toughness for the purpose of taking damage, and most Wound Points taken in these “fights” fade once you jack out (unless you're really unlucky). The GM may flesh out the 'run into more than a simple fight scene, such as a stealth run. If you can think of cool ideas to change the feel of the run, more power to you.
Other Schticks
4 cyber-schticks. Instead of a cyber-schtick, you may take a program, which works like a cyberschtick, but only while netrunning. Normal cyberschticks have no effect when Netrunning.
Weapons
One gun if you feel like it.
Wealth
Working stiff.

Techie

Attributes
Body 5, Mind 5 (Int=8), Ref 5.
Add 3 points to primary attributes. Add 4 points to secondary attributes.
Skills
  • Fix-It +6 (=14)
  • Info/Science +4 (12)
  • Info/Other +3 (11)
  • Info/Other +3 (11)
Add 8 Skill Points.
Unique Schtick
Bag o' Stuff (same as the Techie schtick from FS, p. 63).
Other Schticks
5 Cyberschticks.
Weapons
One gun if they want it.
Wealth
Working stiff.

Note: If you want to play a MedTech, replace Info/Other with Medicine +6 (=14) and reduce Fix-it by 2 points (=12).

Media

Attibutes
Body 5, Mind 6, Ref 5.
Add 3 points to primary attributes. Add 2 points to secondary attributes.
Skills
  • Journalism +7 (=13)
  • Deceit +3 (9) [Max 11]
  • Intrusion +2 (8) [Max 11]
  • Detective +3 (9)
Add 6 Skill Points
Unique Schtick
Bucket o' Credibility — People generally trust you and think you tell the truth. +2 Deceit AV against unnamed characters who watch your show. Use your Deceit or Intimidation (whatever's higher) to browbeat “interview subjects” or unnamed characters you can scare with a camera. Spend a Fortune Dice to have a small group of fans/devotees show up. This crowd is not as suggestible as a Rocker's fans, but can still be persuaded to do some things you want.
Other Schticks
4 cyberschticks
Weapons
One if you feel like it.
Wealth
Working stiff.

Cop

Attributes
Body 5, Mind 5, Ref 5.
Add 3 points to primary attributes. Add 4 points to secondary attributes
Skills
  • Police +8 (=13)
  • Driving +3 (8)
  • Guns +5 (10) [Max 12]
  • Martial Arts +4 (9) [Max 12]
  • Intimidation +3 (8)
Add 5 Skill Points
Unique Schticks
Send More Guys! — Spend a Fortune Dice to summon a squad or two of unnamed cops. The number, skill and armament of the squad will depend on the reason for summoning them. Make a Police task check to get more guys than the situation might demand.
Freeze, Punk! — You get +2 Intimidation against unnamed GMCs if you flash your ID and show your gun.
Schticks
4 cyberschticks.
Weapons
4 from the lists available.
Wealth
Working stiff.

Corporate

Attributes
Body 5, Mind 6, Ref 5.
Add 3 points to primary attributes. Add 2 points to secondary attributes.
Skills
  • Info/Business +7 (=13)
  • Deceit +7 (=13)
  • Gambling +2 (8)
  • Intimidation +3 (9) [Max 11]
Add 8 Skill Points.
Unique Schticks
Amex Platinum Card — Spend a Fortune Dice to get your parent corporation to send you whatever you need. Anything too major might require a Deceit or Info/Business roll to convince the accountants.
Friends in High Places — +2 to Intimidation AV against unnamed characters in situations where dropping your corporation's name might come in handy.
Schticks
4 cyberschticks.
Weapons
One if you feel like it.
Wealth
Rich.

Fixer

Attributes
Body 5, Mind 5, Ref 5.
Add 3 points to one primary, 1 point to another. Add 3 points to secondaries.
Skills
  • Deceit +8 (=14)
  • Guns +3 (8) [Max 11]
  • Intimidation +4 (10)
  • Detective +2 (8) [Max 11]
  • Seduction +3 (9)
Add 5 Skill Points.
Unique Schtick
Know the Score — You know where crimes are going down, who's behind them, who to contact. You get +2 to Detective AV when working in areas you know well. You can make Deceit checks to track down stolen or special merchandise. Spend a Fortune Dice to get a bunch of hoodlums to show up, or to make a deal for unusual equipment or stuff.
Other Schticks
4 cyberschticks.
Weapons
2 or 3 from the lists.
Wealth
Working stiff.

Nomad

Attributes
Body 6, Mind 5, Ref 5.
Add 3 points to primary attributes. Add 2 points to secondary attributes.
Skills
  • Martial Arts +6 (=11)
  • Guns +7 (=12)
  • Driving + 9 (=14)
  • Intimidation + 4 (9) [Max 11]
  • Fix-It +3 (8) [Max 11]
Add 5 Skill Points. Swamp Guns and Martial Arts if desired.
Unique Schticks
Hey, Rube! — Spend a Fortune Dice to have a group of your Nomad Pack show up and get you out of trouble. The group will probably be small, but violent.
Tough as Nails — +2 to Willpower checks to resist pain, fear or worry.
Born to Run — Nomads can drive (or fly, or pilot) anything, and get half normal modifiers for using an unfamiliar vehicle.
Schticks
5 cybershticks.
Weapons
3 weapons from the lists.
Wealth
Poor.