Your browser does unfortunately not support Web standards, and this Web site looks MUCH better in a Web standards compliant browser, although the content is still accessible to any browser or Internet capable device.


Feng Shui

Action Movie Roleplaying

Feng Shui is a roleplaying game designed by Robin D. Laws, and published by Atlas Games. It captures the frantic, pulse-pounding action of Hong Kong martial arts action movies perfectly.

Listed below are all the house rules we adopted during play. A lot of the content was originally found at other fan sites and only collected here, and although most has been rewritten, I cannot take full credit for all the ideas.

Gun Schticks

Index

Schticks followed by an asterisk have been modified from the official rules.

Main Rules Golden Comeback House Rules
Both Guns Blazing Cover Fire Bag Full of Guns
Carnival of Carnage 10,000 Bullets * Hail of Bullets
Eagle Eye Concealed Weapons Hip-Shot
Fast Draw * Dismantle Gun Itchy Trigger Finger
Hair-Trigger Neck Hairs Shoot Weapon Kamikaze Run
Lightning Reload Bullet Storm Six-Gun Magic
Signature Weapon *   Untouchable
    Way of the Gun
    Zen Marksmanship

10,000 Bullets *

Each schtick in 10,000 Bullets lowers the penalty for attacking multiple opponents by 1. You can have a maximum of 3 schticks in 10,000 Bullets.

Bag Full of Guns

You have a large suitcase or duffel bag filled with a variety of firearms and ammunition. On a successful Guns check with a shot cost of 3, you may reach into the bag and pull out any GM-approved gun. The difficulty of finding a given type of weapon can be seen on the chart below:

Weapon Type 1 Schtick 2 Schticks 3 Schticks 4 Schticks
Handguns 5 5 5 5
SMGs 10 5 5 5
Rifles & Shotguns 15 10 5 5
Exotic Weaponry 20 15 10 5
Bag's Concealment 5 6 7 8
Exotic Weaponry:
Sniper rifles, tazers, grenade launchers and grenades, explosives, etc. If the GM allows this could even include hand-to-hand weapons and such things as bayonets, silencers, laser scopes, rifle-barrel mounted grenade launchers, etc. This category of weaponry definitely calls for GM-approval!

On a failed roll, you exhaust the type of weapon you were looking for and can no longer look for a weapon of that type, until the bag is refilled (in between scenes). On a botched roll, the bag is out of useful guns, and cannot be used again until refilled (between scenes).

Once a particular gun is found, it is assumed that it comes with one full load of ammo. To find more ammo, another Guns check is needed at 5 less difficulty for that weapon. The bag comes stocked with guns from your juncture, but can be filled with other weaponry in between scenes.

If another character besides the owner of the bag searches through it for a weapon or ammo, give them a -5 AV penalty to Guns. A failure by another character is treated like a botch and the bag is now considered empty, while a real botch should result in something dramatic ("Hey where did this fire-pin come from?").

Treat the bag as a Signature Weapon in the sense that it cannot be lost or damaged under normal circumstances.

Fast Draw *

This schtick allows the PC to switch weapons or draw one from a holster at no shot cost (normal shot cost of 1). It also gives you +1 to initiative per schtick in Fast Draw, if your first action in the sequence involves using a gun.

Hail of Bullets

HK cinema often shows scenes of a gunman pumping bullet after bullet into a single opponent at close range, making sure that he goes down and stays down. Hail of Bullets allows you to simulate this effect. This schtick comes into play after you have successfully hit a named character with a gunshot. You may shoot at the same character again on the next shot, and may continue to do so on successive shots as long as each shot hits it's target.

However, each shot after the original hit adds a cumulative -1 penalty to your Guns AV. That is, the first follow-up shot is at -1, the second at -2, and so on. You can offset this penalty by buying multiple schticks in Hail of Bullets, as per the chart below:

Bullet 1 Schtick 2 Schticks 3 Schticks 4 Schticks 5 Schticks
1st -1 0 0 0 0
2nd -2 -1 0 0 0
3rd -3 -2 -1 0 0
4th -4 -3 -2 -1 0
5th -5 -4 -3 -2 -1

There is a limit on the number of follow-up shots you can fire equal to the capacity of your firearm (minus one for the original bullet), regardless of what level you might have in Lightning Reload.

Your target may actively dodge and will of course do his best to avoid being hit shot after shot, and with a creative active defense stunt he can get away from your Hail of Bullets. To do so, the target has to make a Martial Arts check versus a difficulty equal to your Guns AV - your current HoB penalty +1 per schtick in HoB.

Hail of Bullets can also be combined with Both Guns Blazing. However, while the bonuses from BGB will offset the penalties of HoB, the reverse is not true. For example, a character with 4 schticks in BGB (+1 AV bonus) and 1 in HoB (no penalty reduction) would be at +1 for the first shot, no modifier for the second, -1 for the third shot, and so on. Conversely, a character with 4 schticks in HoB (3 point penalty reduction) and 1 schtick of BGB (-2 AV penalty) would be at -2 on the first, second, third, and fourth shots, -3 on the fifth shot, -4 on the sixth shot, and so on. Of course, this only applies if the character is using two guns simultaneously.

Hip-Shot

At dramatic, violent moments the world around you slips into slow motion while your reactions race into hyperdrive! Each schtick in Hip-Shot lowers the snapshot penalty by 1, down to 0 (but never gives a bonus). This schtick only applies to attacks and stunts made with your Guns skill. A maximum of 3 schticks can be spent on Hip-Shot.

# of Schticks 1 shot less 2 shots less
1 schtick -1 AV penalty -4 AV penalty
2 schticks No AV penalty -3 AV penalty
3 schticks No AV penalty -2 AV penalty

Itchy Trigger Finger

In your hands any automatic pistol turns into a machine gun and you can never shoot just once. You may fire 3 bullets, at a regular shot-cost of 3, from a pistol into a single target adding +1 damage to a named opponent or deducting 1 from the Outcome needed to down an unnamed mook. If you spend two schticks in Itchy Trigger Finger you may fire 6 bullets and do +2 damage against named opponents and -2 to the Outcome needed versus unnamed mooks. You can have no more than two schticks in Itchy Trigger Finger.

Kamikaze Run

In a particularly dramatic moment, when everything looks grim, your character can come screaming from behind cover, guns blazing, and make a final charge toward the enemy. Everything moves in slow motion as the character and his enemy come face-to-face...

By using this schtick, you receive a Guns AV bonus equal to the number of schticks in Kamikaze Run +2 (so 1 schtick equals AV +3, 2 schticks AV +4, and so on). Plus, you make an Intimidation check versus your target(s) with the same AV bonus. If the Intimidation check succeeds the target(s) may not actively dodge and mooks get the hell out of Dodge, while named opponents lose shots (that is act a number of shots later) equal to the Outcome.

The bad news is that your passive dodge AV drops to 0 as you're no longer trying to survive. This ends when the Kamikaze Run is over, i.e. 3 shots later, assuming you're still alive (no active defense is allowed until 3 shots have passed).

You can have a maximum of 3 schticks in Kamikaze Run and only use it once per session per schtick.

Signature Weapon *

Signature Weapons require an Outcome of 1 less to gun down unnamed Characters, compared to another regular weapon of the same kind.

Six-Gun Magic

Your character is a magician at using revolvers. All the tricks below (Fanning, Your Number's Up, Your Name's on It and I'm a Good Guesser) are only usable with a revolver. You may have a maximum of 6 schticks in Six-Gun Magic.

Fanning

This schtick lets you fan single-action revolvers with amazing results, firing 1 bullet per shot! That is, you can empty a six-shooter in only 6 shots! Each bullet past the first receives a cumulative -1 AV penalty, offset by the number of schticks invested in Fanning. You may have a maximum of 6 schticks in Fanning.

Bullet 1 Schtick 2 Schticks 3 Schticks 4 Schticks 5 Schticks 6 Schticks
1st 0 0 0 0 0 0
2nd -1 0 0 0 0 0
3rd -2 -1 0 0 0 0
4th -3 -2 -1 0 0 0
5th -4 -3 -2 -1 0 0
6th -5 -4 -3 -2 -1 0

I'm a Good Guesser

By spending 1 shot on this action, a warrior may load just one round into the revolver and spin the chamber and have it land just after the round. This is great for intimidation; a rapid 5-pull of a six-shot revolver can be murder on the nerves. The Intimidation AV bonus is equal to the number of schticks in Six-Gun Magic.

Your Number's Up

A warrior may load just one round into his revolver, at a shot cost of 1, and spin the chamber, where it stops exactly on the one round. This can only be performed once per sequence and is therefore useful for those last-ditch, last-minute shots.

Your Name's on It

Same as Your Number's Up, but in addition to the shot cost of 1 it must be accompanied by a wry or witty comment. Your target has to be able to see and hear you perform this action or it has no effect. The revolver stops at the one round and gives that particular shot an AV bonus equal to the number of schticks in Six-Gun Magic.

Untouchable

You maintain a level of cool in a gunfight that is almost unnatural. Icewater flows through your veins, and you can avoid gunfire seemingly without effort. While others duck and dive for cover, you seem to simply sidestep the bullets. Friends and enemies alike speak in respectful tones about your prowess. They say you're "untouchable."

Add 1 to your passive dodge rating per schtick in Untouchable. This only applies to avoiding ranged attacks. You may have a maximum of 3 schticks in Untouchable.

Remember, this schtick only works against ranged attacks, and only when passively dodging. It may not be combined with other schticks that increase your dodge rating.

Way of the Gun

Your weapons are almost an extension of your own arms, they are deadly in your grasp whatever the situation. You can Pistol whip or club an opponent using your firearms skill at -2, further schticks decrease the modifier (2 schticks = AV -1, 3 schticks = no AV modifier, 4 schticks = AV +1, etc). This is referred to as Gun Fu by special forces type characters.

The damage of these guns is as follows: Handguns and SMGs = Str +1, Rifles and Shotguns = Str +2. Signature Weapons do no additional damage when used this way.

Zen Marksmanship

By concentrating (meditating would be a better word) on your target and "becoming one" with your weapon you can aim one shot beyond the three shot limit for each Zen Marksmanship schtick you have purchased. You can have a maximum of 3 schticks in Zen Marksmanship.


HtH Weapon Schticks

Weapon schticks allow characters to do a variety of spectacular and deadly maneuvers and tricks with hand-to-hand weapons. They are, by and large, very similar to gun schticks, and characters may take multiple schticks in certain abilities to gain cumulative benefits.

Characters can acquire new weapon schticks during the course of play by spending experience points. The cost to acquire a new weapon schtick is (8 + X) per schtick, where X equals the number of HtH Weapon Schticks you will have once you acquire the new one. Characters need a Martial Arts AV of 12+ to acquire HtH Weapon Schticks.

Index

House Rules
Bag Full of Blades Kamikaze Charge Strike Weapon Wild Swing
Both Blades Flashing Quick Draw Symphony of Slaughter Zen Master
Concealed Weapons Razor Sharp Senses True Strike  
Flurry of Slashes Signature Weapon Whirlwind of Steel  

Bag Full of Blades

Works just like the gun schtick Bag Full of Guns.

Weapon Type 1 Schtick 2 Schticks 3 Schticks 4 Schticks
Small Weapons 5 5 5 5
Medium Weapons 10 5 5 5
Large Weapons 15 10 5 5
Exotic Weaponry 20 15 10 5
Bag's Concealment 5 6 7 8
Small Weapons:
Shurikens, knives, daggers, throwing spikes and darts, caltrops, etc. Any weapon with a concealment rating of 2 or less.
Medium Weapons:
Chains, nunchakus, sais, whips, kamas, tonfas, short swords, hand axes, etc. Any weapon with a concealment rating of 3 or 4.
Large Weapons:
Axes, swords, etc. Any weapon with a concealment rating of 5.
Exotic Weaponry:
Blow guns, contact poisons, smoke bombs, etc. This category of weaponry definitely calls for GM-approval!

Both Blades Flashing

Works just like the gun schtick Both Guns Blazing.

Concealed Weapons

Works just like the gun schtick Concealed Weapons.

Flurry of Slashes

Works just like the gun schtick Hail of Bullets, but with the only restriction being the end of the sequence, rather than ammo capacity.

Kamikaze Charge

Works just like the gun schtick Kamikaze Run.

Razor Sharp Senses

Works just like the gun schtick Hair-Trigger Neck Hairs and they can be combined.

Signature Weapon

Works just like the gun schtick Signature Weapon.

Strike Weapon

Works just like the gun schtick Shoot Weapon.

Symphony of Slaughter

Works just like the gun schtick Carnival of Carnage.

Whirlwind of Steel

Works just like the gun schtick Untouchable, but only versus hand-to-hand attacks. Whirlwind of Steel increases your passive parry rating, as you almost effortlessly parry all attacks against you.

True Strike

Works just like the gun schtick Eagle Eye.

Quick Draw

Works just like the gun schtick Fast Draw, as long as you attack with a hand to hand weapon as your first action that sequence. True martial artists call this Iai Jutsu.

Wild Swing

Works just like the gun schtick Hip-Shot.

Zen Master

Works just like the gun schtick Zen Marksmanship, allowing you to continue focusing your chi for another 3 shots according to The Master's Cry rules.


Non Combat Schticks

So Cool

You're so cool that it hurts! You receive a +2 AV bonus per schtick in So Cool to resist any kind of intimidation or seduction. You can take four schticks of So Cool.


Unique Schticks

Gambler — Double or Nothing

Once per scene you can do one roll Double or Nothing. Instead of rolling one positive and one negative die, you roll two of each, keeping both. You may only use this schtick on something important and dramatic. As a rule of thumb, your fellow PCs should look at you like you're crazy every time you use this schtick. There is no shot cost for using Double or Nothing.

To get this Schtick during character creation, take 5 skill bonuses instead of 6. To add this schtick to your already existing Gambler, spend 10 Experience points.

Masked Avenger — Derring Do

You receive a +3 AV bonus for martial Arts checks involving heroic movement; leaping, daredevil stunts, swinging from ropes or chandeliers etc. This is not intended for stunts with attacks or for dodging; Derring Do is only good for showy maneuvers to get you from one place to another. You cannot apply the AV to Martial Arts checks to harm someone or dodge an attack.

To get this schtick during character creation, take 7 skill bonuses instead of 8. To add this schtick to your already existing Masked Avenger, spend 10 Experience points.

Maverick Cop — Nose for Crime

You get a +2 to Perception for spotting criminal activity. If you immediatly try to bust the crooks, you can add the Outcome of your successful check to the AV of your first Attack or dodge. If you have Hair-Trigger Neck Hairs, its bonuses can be combined with those of Nose for Crime.

To get this Schtick during character creation, take 3 skill bonuses instead of 4. To add this schtick to your already existing Maverick Cop, spend 12 Experience points.

Ninja — Extra Sneaky

When making Intrusion rolls to avoid being seen, you get +2 to your AV and can make use of cover that others can't. If your GM is applying Difficulty modifiers to Intrusion checks due to poor cover, bright lighting, and so forth, your GM should adjust the Difficulty down by 2 for Ninja's with Extra Sneaky. Note that this only applies to not being detected - it doesn't help when using Intrusion to pick locks, crack safes, defeat security systems etc.

To get this schtick during character creation, take 5 skill bonuses instead of 6. To add this schtick to your already existing Ninja, spend 12 experience points.

Spy — R&D Gadgets

At the start of each session and in between scenes, if the GM allows it, you can go see the boys in R&D. You're given a number of gadgets equal to your highest AV divided by 5, rounded down.

You can request specific gadgets as long as their complexity rating is lower than your highest AV. Otherwise you have to request the object from your superiors by spending a Fortune Die and rolling your highest AV versus the gadgets complexity rating, if you succeed you get the gadget. You can also use the same method to get additional gadgets, the only limit is the number of Fortune Dice you have available.

To get this schtick during character creation, take 3 skill bonuses instead of 4. To add this schtick to your already existing Spy, spend 12 experience points.


Other Rules

Cock and Carry

If you Cock a revolver (i.e. pull the hammer back ready for firing) you can fire the gun at only one shot cost at no modifiers to your Guns skill. The revolver can only be cocked while combat is not taking place, useful if you are expecting trouble. Obviously nothing stops you from cocking and carrying two revolvers at the same time. Most 1850 weapons would benefit from this schtick.

Verbal Sparring

For each consecutive shot spent engaging your opponent in cutting mockery, distracting banter or praising your own prowess you get +1 AV on your next attack. Maximum bonus of +3 before you actually have to go ahead and attack.

The Master's Cry

For each consecutive shot spent showing off your martial arts prowess with dramatic poses, weird gestures and unearthly cries (think of the Old Master in Karate Kid) you get +1 AV on your next attack. Maximum bonus of +3 before you actually have to go ahead and attack.

HtH Weapon Concealment

Weapon Rating
Shuriken 1 per 5 carried
Knife, Brass Knuckles 1
Dagger 2
Chain, Nunchaku, Sai, Whip 3
Kama, Tonfa, Short sword 4
Axe, Sword 5
Spear, Staff, Pole-Arm N/A

Armor for Unnamed Characters

When mooks don armor the outcome needed to nail them increases as follows.

Armor Type Outcome Modifier
Light or Heavy Vest +1
Police or Military Shell/ +2

Damage

Attack/Weapon Type Damage Value
Hand-to-Hand
Punch or Chop, Pistol-Whip Str +1
Kick, Knife, Rifle-butt, Tonfa, Nunchaku Str +2
Staff, Club, Dagger, Short Sword Str +3
Spear, Sword, Axe, Pole-arm Str +4
Thrown Weapons
Shuriken, Throwing Knife Str +1
Thrown Dagger Str +2
Javelin Str +3
Spear Str +4
Ancient Missile Weapons
Crossbow Pistol 7
Traditional Hunting Bow, Light Crossbow 8
Modern Compound Bow, Heavy Crossbow 9
Modern Crossbow 10
Musket 13*
Handguns (including Revolvers and SMGs)
Small Handgun (.22, .25, .32, 5.45 Russian) 8
Medium Handgun (.38, 9x18 Russian) 9
Big Handgun (9mm, .45ACP, 7.62 Russian) 10
Really Big Handgun (10mm, .357 Magnum, .44 Magnum) 11
Big Fucking Gun (.50AE, .454 Casull) 12
Shotguns
Hunting Shotgun 10
Combat Shotgun 13+
Assault Rifles
Medium Rifle (5.56mm) 13*
Heavy Rifle (7.62mm) 13**
Miscellaneous
Flame-thrower 14**2
Key Legend
* Unnamed characters go down on an Outcome of 4 or more.
** Unnamed characters go down on an Outcome of 3 or more.
+ Damage value is 14 for pump action shotguns if you spend a shot going 'KA-CHINK!' Against unnamed targets this reduces the needed Outcome to 4 or more.
++ Unnamed characters go down on an outcome of 2 or more.
1 Damage value is 13 for lever-action rifles if you spend a shot spin-cocking the weapon. Against unnamed targets this reduces the needed Outcome to 4 or more.
2 Flames do 11pts of damage per shot for 8 shots after initial burst.

Beasts

Guard/Attack Dog

These are the cuddly alsatians, dobermans and rottweilers that the evil masterminds have patrolling their grounds.

Shark

The evil masterminds keep these babies in large tanks just ready to drop in hapless heroes.

* Perception is 12 when blood is involved, and there will be blood...

Horse

Bear

Tiger

Gator/Croc

Plot

Here are my ideas for a follow-up adventure to the introductory one we played. It doesn't look like we will ever get to play it, but someone might get something useful out of this, so please enjoy.