Feng Shui House Rules
By Colin ChapmanOdds and ends to spice up your Feng Shui games. None of this stuff is official, of course, but it's here for you to use as you please.
Thanks go out to Colin Chapman, who wrote almost all of this stuff (except for the Kensai archetype, which was written by Shatter), and generously donated it for your enjoyment.
To all you other creators out there, if you have something for Feng Shui you'd like to share, send it to me, and I'll put it up here.
Underwater Combat
The following rules are useful for running underwater actions and conflicts in Feng Shui:
Characters may hold their breath for Con × 5 sequences.
All initiative, AV and damage rolls (for exceptions see below) are subject to a blanket −3 penalty while underwater. Transformed aquatic animals and amphibious supernatural creatures have some affinity for water and so therefore only suffer a blanket −1 penalty.
Spear guns, daggers, knives, spears and tridents only suffer a −1 AV and damage penalty underwater.
Any movement in the water is halved.
Supernatural Creatures
Naga
Naga are found in slight variations in the myths of China, India, Tibet and Japan, but the legends involving Naga are similar enough in each culture that a generic Naga can be presented here. Naga were powerful supernatural creatures noted for beauty, charisma, kindly behaviour and mild manner, but were terrible when angered. They lived beneath the waters of river, lake and sea in great luxury and wealth (especially gemstones), but were quite capable of living comfortably on land.
Popular in Buddhist myth, they could assume human form, and control the winds and weather. In appearance they have the upper torso and head of an attractive human being, but the lower body of a snake. They also possessed horns and a pair of feathered wings.
Naga do not hail from the Underworld but are still subject to the effects of the Summoning schtick with the exception that the Purification makes an area amenable to them and Corruption makes it difficult for them to enter. Naga do not reduce their Charisma attribute while trying to make a positive impression, but still gain the Intimidate skill at +2 when angered. According to myth they weren't horrific (quite the opposite in fact).
Unnamed Naga
- Attributes
- Bod 6, Chi 0 (Mag 8), Mnd 8, Ref 8.
- Skills
- Creature Powers 10, Info/Buddhism 9, Martial Arts 10, Sorcery 10.
- Creature Powers Schticks
- Amphibian, Flight, Transformation (human form)
- Sorcery Schticks
- Weather.
- Weapons
- Punch (7), Tail Lash (8), Sword (10).
- Wealth Level
- Rich.
Creating a named Naga (for PC use or as a GMC)
The following notes are suggestions and tweaks of the Supernatural Creature archetype if anyone wants to play a Naga.
Skills
I recommend the following:
- Martial Arts + 4 (12) [Max 13]
- Sorcery +5 (=13)
Add 3 Skill Bonuses. The most appropriate extra skills are Info/Buddhism, and Medicine.
Advancement Notes
For those playing Naga, the following areas and schticks are those most likely to be developed by a Naga with experience:
- Path of the Tightening Coils
- Fertility
- Heal
- Abysmal Spines (for their horns)
- Armor (for their scales)
- Regeneration
Transformed Animals
Feng Hwang — Chinese Phoenix
The Feng Hwang is the Chinese phoenix: a symbol of virtue, uprightness, humanity, sincerity, and integrity. A supernatural creature like the Lung (Chinese dragon) and Ch'i-lin (Chinese unicorn), the Feng Hwang were the nobility among birds, and striking in appearance. Rare and elusive, they were harbingers of great fortune, and about the size of a large eagle, with a plum-colored body, scarlet back and wings, golden head, and sweeping tail of rose and azure, and bore some resemblance to a pheasant or peacock.
Phoenixes start with only 3 schticks, and suffer the same problems with reversion as Dragons.
- Attribute Modifiers
- Fortune +8, Charisma +5, Intelligence +2, Perception +2, Agility +1
- Flight
- As the Rooster schtick of the same name (FS pp. 136).
- Fortunate Bounty
- Chi Cost: 2
- Shot Cost: 3
- You may grant another individual luck. By spending 2 Chi and focusing on them for a single action, they immediately gain a single temporary Fortune point, which vanishes at the end of the sequence unless used. In addition, the recipient may use this Fortune point to negate the effects of a single fumble, if so desired.
- Peck
- As the Rooster schtick of the same name (FS pp. 136).
- Stunning Beauty
- Chi Cost: 4
- Shot Cost: 1
- Weaving chi energy into your body, you radiate a beauty so intense it can stun an opponent. If your Charisma is higher than your opponent's, they must make a Will roll (difficulty of your Charisma) in order to attack you, unless you attack them first. This effect lasts until the end of the sequence. Each extra schtick spent on this ability allows you to target an additional opponent.
Rabbit
- Attribute Modifiers
- Body −1, Move +3, Per+2, Cha +3, Agility +2.
- Leap
- As the Spider schtick of the same name.
- Flurry
- Chi Cost: X
- Shot Cost: 3
- Moving in close to your opponent you unleash a rapid flurry of punches. Make a successful Martial Arts attack (punch only) adding 1 damage to the total for every Chi you spend.
- Slamming Kick
- Acts as the Bear schtick “Slap” but involves a kick instead.
- Bolt
- Chi Cost: 1
- Shot Cost: 1
- You avoid your opponent's attack with a swift bound. Add +5 to your Dodge rating against that attack. Counts as a defensive action.
Armor for Unnamed Characters
While the official rules state that armor grants no benefit to unnamed mooks, I think it should, albeit a minor one.
Armor | Modifier |
---|---|
Light or Heavy Vest | +1 |
Police or Military Shell | +2 |
Add the Outcome Modifier to the Outcome needed to take down the unnamed mook.
Concealment Ratings for Unnamed Characters
It makes no sense to worry about concealing firearms but not melee weapons, especially in Feng Shui where it's inevitable that someone will try to conceal a few knives or hide a sword under their trenchcoat. As such, melee weapons should also be given Concealment Ratings.
Weapon | Concealment |
---|---|
Shuriken | 1 for every 4 carried |
Knife, Knuckle-Duster | 1 |
Dagger | 2 |
Chain, Nunchaku, Sai, Whip | 3 |
Kama, Tonfa, Shortsword | 4 |
Axe, Sword | 5 |
Spear, Staff, Pole-Arm | N/A |