Game Mechanics
Conversion Notes
Posting and Combat Scenes
House Rules
Weapons
Unique Schticks
Other Rules
Special Weapons Manoeuvres
Experience
This is where I'll be posting discussions of game mechanics, as
well as any addition or modification I make to the core rules of Feng
Shui.
Last updated 7 March 2002
(experience).
Conversion Notes
Let me start by listing the challenges in converting L5R to use the Feng
Shui system:
(1) Feng Shui has four main attributes, not five, so it's hard to relate
it to the concept of "five elemental rings".
(2) Feng Shui has some 81 fu schticks, or dedicated combat moves, to
choose from , aligned along 13 paths of varying length and complexity.
L5R has one or two schools per clan, with five levels in each which all
give you one special manoeuvre.
(3) L5R has a long list of fairly static spells which can be somewhat
customized to a situation but have very specific effects. Feng Shui
has 8 main spellcasting flavours, or basic schticks, each having 4 to 10
special effects which in turn are fairly open-ended.
My first try at converting the system was to select the fu schtick that
most resembled the bushi school rank abilities, but then that limits every
player to pretty much the 5 schticks of his/her school. Since some
character templates start with several fu schticks, they would have little
room for choice or for growth. Then I realized that in the selected
time period, very early empire, most of the bushi schools wouldn't have
been founded yet, let alone perfected.
So I decided I would open up the list of schticks as normal, but I ask
everyone to pick schticks that are in keeping with the character, clan,
and family selected. The same reasoning goes for shugenja and magic:
if you're shugenja school specializes in earth magic, try not to take weather
magic as your character's forte! I will veto extravagant choices,
but I am known to be susceptible to good backstory and roleplaying when
it's time to rule. If it's a cool character that is well played,
I'm pretty accomodating.
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Posting and Combat Scenes
The only (but arguably major) slowdown resulting from using the Feng Shui
system for a PBeM is from combats. Because Feng Shui uses a shot
system with various initiative (or shot) cost for various actions, players
cannot just state their actions at the beginning of a round and let the
GM resolve all of them simultaneously. They have to pay attention
to what shot we're on and when their next action will take place.
This can become confusing; to help with the flow of posting, I am trying
the following posting guidelines:
(1) I name both the characters and players to make it clear whose turn
it is (e.g., "This is Shot X, and it's Raku (Player A)'s turn").
(2) I give advance warning (e.g., "this is Shot X, it's A and B's turn;
and
on Shot X+1, C and D are up"); this should give people the time and warning
to at least read the actions immediately before theirs.
(3) I give a short turnaround time. I want to be flexible, but
try to answer within 24 hours.
(4) I try to use pictures to help visualize the setting, but I do not
give detailed maps. This is because maps tend to constrain the action
and Feng Shui thrives on cinematic resolution. Maps also require
a lot of GM time that is better used writing action posts.
(5) I try to limit combat to useful scenes (except for the semi-gratuitous
opening scene).
(6) Unless people write to me to say they prefer rolling their dice
themselves through the Irony Games Web
dice server (the day it gets back up) or through Shadow Island's e-mail
dice server, I handle the dice rolling.
In exchange, I want players to read what has going on before, to post
promptly, and to write exciting descriptions of their actions (not "On
Shot X, I activate my fu power and hit the guy.") The compiled story,
pictures, info, and rules of this Web page are there to help with continuity.
I included
an example of combat on another page to illustrate
the process.
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House Rules
Note that I will be using the house rules published by Brad Solberg on
his page at <http://www.flick.com/games/RPGs/fengshui/#house-rules>.
In addition, the following house rules are in effect:
Weapons
-
Difference in Reach: When two opponents use melee weapons that have
significantly different reach, I will attribute a 1-pt or 2-pts difference
in difficulty, depending on the difference in reach; e.g., Yoko with a
tanto
against Shinsuke with a no-dachi will suffer a -2 Outcome when she
attacks or dodges.
-
Drawing or Loading: Per the basic Feng Shui rules, drawing
and readying a weapon (e.g., drawing and nocking an arrow, drawing and
throwing a dagger, loading a dart or a dose of pepper in a blowgun, picking
up a weapon from the ground) is a 3-shot action, unless you have a schtick
that reduces the shot cost (see
Gun
schticks and Fu powers.)
Drawing a weapon from a scabbard or saya is a one-shot action (assuming
the scabbard is readily accessible).
-
Shuriken: Shuriken can be thrown several at a time at single target
for a penalty of -1 AV per extra shuriken. Example: Yoko wants
to throw three shuriken at a single opponent. This means two extra
shuriken, so -2 AV. This can be combined with the regular rules for
shooting at multiple targets. Example: Shinsuke throws three
shuriken at two opponents; the one who receives only one is at -2 AV as
per normal rules, the one who receives two is as -1 for the extra star
and -2 for multiple targets = -3.
-
Thrown Weapons: I have classified all ranged weapons, including
thrown weapons, under "Guns", while in the basic book Feng Shui
places thrown weapons under Martial Arts. I think this will compensate
somewhat for the fact that the L5R gun bunnies have less hardware to choose
from.
-
Two-Handed Weapons: Certain weapons require both hands to be wielded
with any usefulness. If someone can make a really convincing argument
that due to their size, agility, or special circumstances, they can wield
these one-handed I will consider it carefully and if I agree with the argument,
I will give a suitable penalty. Otherwise, two-handed. Period.
-
Weapons List: I added or modified a number of weapons that would
be considered "Juncture 69AD" in Feng Shui. Not all of these
weapons are found in Legend of the Five Rings either, and some allow
for special schticks or manoeuvres. See the Weapons
List for details.
Unique Schticks
-
Old Master Unique Schtick with Fu Powers: (ruling directly borrowed
from Brad
Solberg.) The FAQ says that Old Masters do not do +6 damage with
bare handed attacks if they are using Fu powers. I like Old Masters to
be as terrifying as possible, since they are forced to have a 4 body, have
no choice of skills and have only Leadership as a useful non-combat non-info
skill. Therefore my house rules give Old Masters +6 damage with bare handed
attacks, if the Fu power says anything like "do a martial arts attack",
or "+n to your damage". If the Fu power says STR+n damage, the unique Schtick
does not apply.
-
Scrappy Kip Unique Distraction Schtick: The question came up of
whether the Impairment result from the Scrappy Kid's "Distraction" schtick
were to be applied starting at the top of his attack or after. I
ruled that it began immediately after the attack because the Scrappy Kid
would then always lose 3 shots' worth of effect (assuming an ordinary Martial
Arts action not combined with other schticks or continuous action), yet
his success would not be applied to the dodging, parrying, etc. that went
on during that time. It takes him 3 shots (or as applicable) to complete
his distraction, and the effect is applied starting next shot. If this
takes Impairment past the last shot of the current sequence, the Impairment
is carried over to the next sequence, beginning with the very first shot
of that new sequence (i.e., highest Initiative shot).
Other Rules
-
Active Defence: It's not quite clear in the rules whether an Active
Defence can be used against multiple attacks. My ruling is that Active
Dodge or Parry applies to all attacks taking place on the same shot.
-
Arcanowave: Magical tattoos of the Ise
Zume are substituted for arcanowave and cybernetic implants.
The tattoo magic and related character template are almost entirely from
David Eber's Warrior-Monks
of Shangri-La with minor changes.
-
Movement: Movement is NOT limited to 3x Move per sequence (if also
doing something else, such as fighting), or 4x Move (if doing nothing but
running). You can take as many actions running as you want, each
3-shot running burst allowing you your Move value in meter. Example:
Kageki has an Initiative of 15 this round and a Move of 6. He decides
to do nothing but run, so that's five 3-shot actions for a distance of
5x6 = 30m. Each 3-shot burst of running is treated like a separate
action, so at any point Kageki can take a different action. Example:
He runs on Shots 15 and 12, then on Shot 9 he decides to throw a knife
at his opponent, and on Shot 6 and 3 he runs again, for a total of 4x6
= 24m of movement.
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Special Weapons Manoeuvres
Some weapons allow for special manoeuvres not found in the basic Feng
Shui book. These include:
-
Disarm Manoeuvre: Some dedicated weapons give a bonus (usually +2)
to Action Value for Disarm manoeuvres. For a shot cost of 2 (instead
of the normal 3) and a sufficient Outcome on a Martial Arts attack (see
below), successful locking of a blade, pole, hook, or chain weapon.
The opponent must succeed in breaking away on his next action or be disarmed.
If the user of the jitte (or other hook weapon) has another action
before his/her opponent and gets a positive Outcome again, s/he yanks the
weapon away. Usable weapons include jitte,
sai, vajra
(or tokko) and all weapons that include a dedicated hook.
Normal
Feng Shui rules require an Outcome of 7 or more for a Disarm;
on an Outcome of 8 or more, the weapon is also damaged (unless it's a Signature
Weapon). When using a dedicated Disarm weapon, the Disarm Manoeuvre
can be used as a follow-through move to a successful Parry even when the
character is not normally acting on this shot, for a total shot cost of
1 (for the Parry) + 2 (for the Disarm) = 3 shots. Think of it as
an extended Active Defence.
-
Entangling Manoeuvre: On successful Guns/Ranged Weapons attack with
a chain weapon, inflicts 3 points of Impairment to opponent, for a number
of shots equal to Outcome. Shot cost = 3. Usable with kusari-gama,
kyotetsu-shoge,
manriki-gusari,
chigirigi,
nage-gama,
kusari, and other thrown chain weapons. Throw the chain weapon
while holding on to one end to perform this manoeuvre..
-
Parry Manoeuvre: Just like the normal Parry, but some dedicated
weapons give a bonus (usually +2) to Action Value. For a shot cost
of 1 and a positive Outcome on an Active Defence, successful parry. Usable/dedicated
weapons include tessen, gunsen,
jitte, and sai.
-
Snagging Manoeuvre: On a successful Martial Arts attack, make a
contested Agility roll; if target fails the the roll, s/he cannot move
away until s/he has broken free by spending one Shot and succeeding a contested
Strength roll; until then, target's Defence suffers a -3 penalty.
Usable with sasumata, sodegarami, and hoko.
In addition, I've authorized the conversion of some Gun schticks
to be usable with melee weapons instead. Player Characters have taken
advantage of the following schticks to date:
-
Both Swords Flying: Equivalent to Gun schtick Both Guns Blazing
in melee. You need to be using two weapons that can each be wielded
with one hand. Two no-dachi or tetsubo is right out.
When you successfully hit an opponent with this schtick, the Wound Points
suffered by the opponent are figure as: Total Damage Rating of both weapons
- (Opponent's Toughness x 2) + Outcome = Wound Points suffered. You
make your attack with a -2 Action Value penalty. If you buy two levels
in this schtick, the penaly is -1, and for 3 levels it's 0. For each
additional level you gain a +1!
-
Carnival of Carnage: Same as Gun schtick of the same name, but used
with melee weapons. For each schtick (level) you take in CoC,
you can subtract 1 from the shot cost of any attack on an unnamed character(s),
to a minimum of 1. If you have 3 levels, you can also put down unnamed
characters on an Outcome of 4 or more, and if you have 4 levels, you can
put down unnamed characters on an Outcome of 3 or more. You can't
buy more than 4 levels.
-
Iai Draw: Similar to Fast Draw, but for swords. For
each schtick spent on Iai Draw, you can add 1 to your Initiative
result at the beginning of each sequence. If you add to your Initiative
that way, you must attack with a blade weapon as your first action of that
sequence.
-
Sure Hand: Equivalent to Gun schtick Eagle Eye in melee.
You can ignore any personal armour worn by your target. Sure Hand
cannot be used to ignore or reduce an opponent's Toughness. Each
level also lets you ignore 2 points worth of difficulty modifier due to
cover.
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Experience
Because of the slow rythm of PBeM games, I will give experience points
as we go along, normally after significant scenes, instead of waiting for
the end of an adventure. Here is a little cost table based on the
Feng Shui rule book:
|
Characteristic
|
Cost to Buy
or Increase
|
| New
Tattoos |
(5
+ X) experience points, with X = the number of Tattoos you will have, including
this new one. Players may not buy any one schtick more than five
times, where multiple purchases of the schtick are allowed. |
| New
Creature Abilities |
(8
+ X) experience points, with X = the number of Creature Abilities you will
have, including this new one |
| New
Fu Powers |
(3
+ X) experience points, with X = the number of Fu Schticks you will have,
including this new one |
| New
Gun (Ranged Weapon) Schticks |
(8
+ X) experience points, with X = the number of Gun Schticks you will have,
including this new one |
| New
Magic Schticks |
(16
+ X) experience points, with X = the number of Magic Schticks you will
have, including this new one |
| New
Blast Special Effects |
3
experience points apiece above the basic 3 effects you get at first |
| New
Stat Schticks |
(Current
stat score + number of schticks you already have in that stat), as per
Golden Comeback. Stat must already be at 11 or better. |
| New
Skills |
(8
+ X) experience points, with X = your rating in the base attribute of the
skill |
| Improve
Skill Bonuses |
You
can increase by 1 a bonus in a skill by spending experience points equal
to the new Action Value you will have once you have learned the skill |
| New
Transformed Animal Schticks |
(8
+ X) experience points, with X = the number of Transformed Animal Schticks
you will have, including this new one |
| Raise
Primary Attribute by 1 |
(4*X)
experience points, with X = the new rating you will have in this Attribute,
+ Attunement to a Ki site |
| Raise
Secondary Attribute by 1 |
(2*X)
experience points, with X = the new rating you will have in this Attribute,
+ Attunement to a Ki site |
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