Feng Shui is an RPG based on action movies, specifically influenced by the Hong Kong action movies of John Woo, Tsui Hark and the like. Kung-fu, gunplay and sorcery. The game also includes some sci-fi and fantasy elements. You guys won't need to worry too much about the details of the setting, as for the introductory adventure (which may be the only adventure, if we just run a one-shot), your characters will just be modern-day heroes who don't really know about all the strangeness they're about to encounter. Think Jack Burton in Big Trouble in Little China.Basic Rules:
1. Dice - You'll have two dice, six-sided, of two different colors. One is your negative die, the other your positive. You roll both, subtract negative from positive, add it to whatever attribute/skill you're using, and aim for a target number. Most of the time, if you roll a six (on either die), you'll roll again and add that number in. So it's a dice mechanic similar to Shadowrun, for those familiar with that, except with the addition of negative dice.
2. Stats - You have four primary attributes - Body, Chi, Mind and Reflexes. Each of these has sub-attributes: Bod (Move, Strength, Constitution, Toughness), Chi (Fortune, Kung Fu and Magic), Mind (Charisma, Intelligence, Perception, Will), Reflexes (Agility, Manual Dexterity, Speed).
3. Combat - Combat basically works like this: You roll initiative, which is one six-sided die (no rerolling sixes on this one) added to your Speed sub-attribute. The action is judged in terms of "shots" instead of rounds or turns. Think "shots" like shots from a movie set, rather than shots from a gun, and it mostly makes sense. The highest initiative count determines how many shots are in the "sequence," which represents more or less three seconds of real time. The GM counts down the shots, and each time it hits your initiative, you act. Each action uses up a certain number of shots (firing a gun at one opponent is one shot, at two is two, dodging an attack is one shot, etc.) and reduces your initiative count. When the shot clock hits 0, we roll initiative again. Don't worry too much about how damage works, I'll explain it on the fly and it's pretty easy. Mostly you'll be fighting unnamed mooks, and as long as you do about 10 points of damage, they'll be taken down with one shot.
4. Style - The style of Feng Shui is to do everything big and loud. Don't say "I shoot the guy" when you can say "I spin around, whip my .45 out of my coat at blinding speed and put two bullets into his head." Don't say "I punch the guy" when you can say "I pull out the desk drawer, push his face down into it, and slam it shut." This sort of imaginative, over-the-top description of how your characters fight and move is the key to making the game fun.
Characters:
Since I'm running a one-shot on relatively short notice, we're not going to go real in-depth on character creation. I'm going to build four different characters using their templates, bring them to the game, you guys can take one of the characters and we'll go from there. What I'm planning on having right now are: Ex-Special Forces, Killer, Martial Artist and Maverick Cop.
Background:
When we start, your characters will be mostly strangers to one another. The Killer and Ex-Special Forces guys will have trained together way back when, but otherwise, mostly unrelated. You'll all be attending the funeral of Old Man Fong, a kindly ice cream vendor in San Francisco who you've all run into and befriended at some point during your lives, and that's where things will start.
Any questions, post 'em in the comments section. See most of you on Friday!
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