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Feng Shui Supers
Attributes
 | As in Feng Shui there are attributes and sub-attributes. If nothing is listed for the sub-attribute, it is
at the attribute level.
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 | I am considering removing the sub-attributes, but it does give you the opportunity to customize your character
a bit.
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 | I need better names for the power stat and sub-attributes.
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Body (BOD)
Move (MOV)
Strength (STR)
Constitution (CON)
Toughness (TGH)
Mind (MND)
Charisma (CHA)
Intelligence (INT)
Perception (PER)
Willpower (WIL)
Reflexes (REF)
Agility (AGL)
Dexterity (DEX)
Speed (SPD)
Power (POW)
 | How much supernatural power the being has. Most humans have a 0. All powers will draw from this attribute,
even gadgets (breaking the laws of physics requires power).
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Force (FOR) - How powerful their powers are (this will be the base for damage).
Control (CNT) - How much control over their powers they have
Energy (ENG) - Energy to fuel that power (like Fu points, they are refreshed each sequence).
Hero/Villan Points
 | The fortune point stat is being replaced with a pool of fortune points.
 | All player characters start with 2 per session.
 | As the characters grow in power they will have more available. I am not sure if you can increase the score
like a stat, or it will just grow as the character becomes more experienced.
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Skills
Skills in Feng Shui a partially a profession and partially an ability; they have the following aspects:
 | Physical ability - What you can actively do.
 | Knowledge - What you know about the subject.
 | Contacts - Who you know in the field.
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Here is a list of FS skills and any modifications required:
 | Arcanowave (CNT) - really power skill (see New Skills below)
 | Creature Powers (CNT) - really a power skill
 | Deceit (CHA)
 | Detective (PER)
 | Driving (DEX)
 | Fix-It (PER)
 | Gambling (PER)
 | Guns (DEX)
 | Info <specify> (INT)
 | Intimidation (CHA)
 | Intrusion (AGL)
 | Journalism (INT)
 | Leadership (CHA)
 | Martial Arts (AGL)
 | Medicine (INT)
 | Police (PER)
 | Sabotage (DEX)
 | Seduction (CHA)
 | Sorcery (CNT) - really a power skill
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New Skills
 | <specifiy power> (CNT) - The ability to control a your powers and perform minor stunts with them.
 | Science (INT) - Knowledge of most fields of science and contacts with scientists.
 | Computers (INT) - How to use, design, program, and hack computers and contacts with computer geeks.
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Rules
 | Just like Feng Shui, characters will have an action value (AV) that represents their skill.
 | I am considering having you roll +1d10 -1d10 rather than +1d6 - 1d6, this should even out some of the variance
in skill. This would be easy enough to just try sometime.
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Combat
Almost exactly like FS. There will be two types of damage. Physical and Mental. Physical is resisted with toughness
and mental is resisted with willpower.
Archetypes
I was planning on making archetypes like in the book (although I will make guidelines for making your own).
Here are the ones I have thought of, are there any missing ones? Need to think of unique schticks for everyone.
You can only pick power schticks that fit your archetype.
 | Brick - tough and strong, much like the big bruiser
 | Gadgeteer - Scientist and inventor. Their power schticks will be actual gadgets.
 | Blaster - Master of some form of energy.
 | Mage - A sorceror.
 | Martial Artist - Skillful master of their body.
 | Mentalist - Telepathy and that sort of stuff.
 | Shapechanger - Your basic shape changer.
 | Speedster - Fast as lightning.
 | Gunman - Like the punisher and such
 | Mutant - Someone with some random powers, the most customizable package but not as powerful as others
(where I would put people like spiderman and such).
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Power Schticks and Tricks
 | Powers – Super powers basically. Most of these will not require any energy to use and will give you the basic
ability of the power (just flying or blasting will not require energy, it is just something you can do).
 | Tricks – Enhancements to powers like area effect and such. These are what burn energy. You can spend a hero
point to do a trick that you don’t have.
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Powers
The following is a list of super powers. If there is a Feng Shui schtick that it is similar to, it will be in
parentheses.
 | <mental/physical> Armor (Armor) - Each schtick gives you a +2 to toughness or willpower for absorbing
damage.
 | Copy (Absorption) - For each schtick you can copy one of the following (specified when the schtick is
purchased): Power, <specifiy> Attribute, or Skill. You can only copy an ability after you have seen it used
or been effected by it.
 | <mental/physical> Strike (Abysmal Spines) - Each schtick gives a +2 to Strength or Force for a
HTH attack.
 | Survival <environment> (Amphibian) - Each schtick gives the ability to survive in a hostile environment
such as: Underwater, Space, Heat/Cold extremes, and the like.
 | <mental/physical> Blast ( Blast, Brain Shredder) - A ranged attack using Force +2 as the base
damage. Choose if the attack is physical(resisted with toughness) or mental (resisted with willpower). Each additional
schtick gives a +2 to damage.
 | Drain (Blood Drain)
 | Absorbtion (Conditional Escalation)
 | Immunity (Damage Immunity)
 | Domination (Domination)
 | Flight (Flight)
 | Insubstantial (Insubstantial)
 | Regeneration (Regeneration)
 | Limbs (Tentacles)
 | Transformation (Transformation)
 | Boost - boost up an attribute, will cost energy
 | Wallcrawling
 | Illusion
 | Duplication-– making more of you
 | Entangle
 | Dimensional Travel
 | Gliding
 | Immortal
 | Shapechange
 | Stretching
 | Lightning speed
 | Swinging
 | Healing
 | Special Sense <specify>
 | Darkness
 | Density Increase
 | Flash
 | Growth
 | Shrinking
 | Invisibility
 | <mental/physical> Force Field - Absorbs X amount of damage per sequence.
 | Teleport
 | Telekinesis
 | Telepathy
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Tricks
This will include things like area effect and such.
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