Kiero
2007-07-14, 12:30 PM
I had a little rethink about my last attempt at Feng Shui Lite for fantasy (http://forum.rpg.net/showthread.php?t=301963), and I didn't really feel I did a good job with either set of archetypes. The AD&D-inspired ones felt a little contrived, and the supposed "four corners" one didn't really work either to my mind. Now I've had a good old look at True20, it's given me the inspiration for how it should look (though in fairness people did actually say so in the other thread...:o ).
Basic Rules
So first up, it's Feng Shui Lite as usual.
Same changes apply as in the original FS Lite.
D6s are replaced wholesale for D10s.
Fu is gone in it's entirety (attribute and schticks both). Too crunchy, too much resource management in tracking your level of Chi/Fu from round-to-round. Plus most of the effects are mechanics-heavy too.
Arcanotech and it's schticks are gone too. I've always disliked them, they weren't going to remain in any case.
Tranimal schticks are gone too, again many of them are pretty crunchy, like the Fu schticks.
Added to Gun schticks are Weapon schticks (http://www.innocence.com/fengshui/house-rules/weapon-schticks.html). Gun Schticks become Ranged, Weapon are Melee.
Creature Powers become Arcane Abilities, which are both non-human stuff like Infravision (a reworked Friend of Darkness) and also magic items. Anyone can add the Arcane Abilties skill at chargen, and switch up to two of their schticks for Arcane Abilities.
I'm not actually going to post re-workings of all the schticks, I'll leave that up to people to work out for themselves on a case-by-case basis.
All the original archetypes go, replaced by ones built along the following lines:
6 Primary + 6 Secondary attribute points
30 Skill points - cap for any of the main skills is 14
5 schticks
Default Wealth level is Working Stiff. Poor gives an extra schtick, Rich costs one. Should I ditch Wealth altogether?
1 Primary attribute = 3 Secondary attributes = 1 Schtick = 5 Skill points.
The new skill list is as follows:
Agility
Athletics (Martial Arts)
Intrusion
Melee* (Martial Arts)
Charisma
Deceit (includes Seduction)
Intimidation
Leadership
Intelligence
Info
Medicine
Survival
Magic
Sorcery*
Manual Dexterity
Ranged* (Guns)
Riding (Driving)
Perception
Craft (Mr Fixit and Sabotage)
Investigation (Detective and Police)
Willpower
Arcane Abilities (Creature Powers)
You'll note that there have been some skills merged, and Martial Arts has been split out into two parts: Athletics (for all the agility-related stuff) and Melee (for the combat skills). This is deliberate; while it's in genre for Hong Kong action movies to use them interchangeably, it doesn't fit quite so well in fantasy.
The Archetypes
I'm going to steal the names from True20, they work.
Adept
Attributes
Bod 4
Chi 0 (Mag 7)
Mnd 6
Ref 5
Add 5 points to Primary attributes and 2 points to Secondary attributes.
Skills:
Deceit +3 (9)
Info/Magical Theory +4 (10)
Info/[Your choice] +3 (9)
Info/[Your choice] +2 (8)
Medicine +3 (9)
Sorcery +7 (=14)
Add 8 points to Skills.
Schticks: Any 5 Sorcery schticks.
Weapons: One simple weapon of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Expert
Attributes
Bod 5
Chi 0 (For 3)
Mnd 5
Ref 6
Add 5 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +4 (10)
Deceit +5 (10)
Info/[Your choice] +1 (6)
Intrusion +8 (=14)
Melee +3 (8) [Max 12]
Ranged +7 (=13)
Add 12 points to Skills.
Schticks: Any 3 Melee or Ranged schticks.
Weapons: Three weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff[/QUOTE]
Warrior
Attributes
Bod 7
Chi 0 [Max 3]
Mnd 5
Ref 5
Add 5 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +5 (10) [Max 12]
Intimidation +3 (8) or Leadership +3 (8)
Melee +9 (=14)
Ranged +7 (=12)
Add 6 points to Skills. Switch bonuses and caps for Melee and Ranged if desired.
Schticks: Any 5 Melee or Ranged schticks.
Weapons: Four weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Adept-Expert
Attributes
Bod 5
Chi 2 (Mag 5)
Mnd 6
Ref 6
Add 3 points to Primary attributes.
Skills:
Athletics +4 (9)
Deceit +4 (10)
Info/[Magic-related] +2 (8)
Intrusion +3 (9) [Max 13]
Melee +4 (10) [Max 12] or Ranged +4 (10) [Max 12]
Sorcery +8 (=13)
Add 10 points to Skills. Switch bonuses and caps for Melee and Sorcery if desired.
Schticks: Any 4 Melee or Sorcery schticks, minimum one of each.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Adept-Warrior
Attributes
Bod 6
Chi 0 (Mag 5)
Mnd 6
Ref 5
Add 3 points to Primary attributes and 4 points to Secondary attributes.
Skills:
Athletics +3 (9)
Deceit +4 (10) or Leadership +4 (10)
Info/[Magic-related] +2 (8)
Melee +5 (10) [Max 12]
Sorcery +8 (=13)
Add 6 points to Skills. Switch bonuses and caps for Melee and Sorcery if desired.
Schticks: Any 5 Melee or Sorcery schticks, minimum one of each.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Expert-Warrior
Attributes
Bod 6
Chi 0 (For 3)
Mnd 5
Ref 6
Add 3 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +4 (10)
Deceit +4 (9) or Intimidation +4 (9)
Intrusion +4 (10) [Max 13]
Melee +6 (=12)
Ranged +7 (=13)
Add 10 points to Skills. Switch bonuses and caps for Melee and Ranged if desired.
Schticks: Any 4 Melee or Ranged schticks.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Basic Rules
So first up, it's Feng Shui Lite as usual.
Same changes apply as in the original FS Lite.
D6s are replaced wholesale for D10s.
Fu is gone in it's entirety (attribute and schticks both). Too crunchy, too much resource management in tracking your level of Chi/Fu from round-to-round. Plus most of the effects are mechanics-heavy too.
Arcanotech and it's schticks are gone too. I've always disliked them, they weren't going to remain in any case.
Tranimal schticks are gone too, again many of them are pretty crunchy, like the Fu schticks.
Added to Gun schticks are Weapon schticks (http://www.innocence.com/fengshui/house-rules/weapon-schticks.html). Gun Schticks become Ranged, Weapon are Melee.
Creature Powers become Arcane Abilities, which are both non-human stuff like Infravision (a reworked Friend of Darkness) and also magic items. Anyone can add the Arcane Abilties skill at chargen, and switch up to two of their schticks for Arcane Abilities.
I'm not actually going to post re-workings of all the schticks, I'll leave that up to people to work out for themselves on a case-by-case basis.
All the original archetypes go, replaced by ones built along the following lines:
6 Primary + 6 Secondary attribute points
30 Skill points - cap for any of the main skills is 14
5 schticks
Default Wealth level is Working Stiff. Poor gives an extra schtick, Rich costs one. Should I ditch Wealth altogether?
1 Primary attribute = 3 Secondary attributes = 1 Schtick = 5 Skill points.
The new skill list is as follows:
Agility
Athletics (Martial Arts)
Intrusion
Melee* (Martial Arts)
Charisma
Deceit (includes Seduction)
Intimidation
Leadership
Intelligence
Info
Medicine
Survival
Magic
Sorcery*
Manual Dexterity
Ranged* (Guns)
Riding (Driving)
Perception
Craft (Mr Fixit and Sabotage)
Investigation (Detective and Police)
Willpower
Arcane Abilities (Creature Powers)
You'll note that there have been some skills merged, and Martial Arts has been split out into two parts: Athletics (for all the agility-related stuff) and Melee (for the combat skills). This is deliberate; while it's in genre for Hong Kong action movies to use them interchangeably, it doesn't fit quite so well in fantasy.
The Archetypes
I'm going to steal the names from True20, they work.
Adept
Attributes
Bod 4
Chi 0 (Mag 7)
Mnd 6
Ref 5
Add 5 points to Primary attributes and 2 points to Secondary attributes.
Skills:
Deceit +3 (9)
Info/Magical Theory +4 (10)
Info/[Your choice] +3 (9)
Info/[Your choice] +2 (8)
Medicine +3 (9)
Sorcery +7 (=14)
Add 8 points to Skills.
Schticks: Any 5 Sorcery schticks.
Weapons: One simple weapon of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Expert
Attributes
Bod 5
Chi 0 (For 3)
Mnd 5
Ref 6
Add 5 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +4 (10)
Deceit +5 (10)
Info/[Your choice] +1 (6)
Intrusion +8 (=14)
Melee +3 (8) [Max 12]
Ranged +7 (=13)
Add 12 points to Skills.
Schticks: Any 3 Melee or Ranged schticks.
Weapons: Three weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff[/QUOTE]
Warrior
Attributes
Bod 7
Chi 0 [Max 3]
Mnd 5
Ref 5
Add 5 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +5 (10) [Max 12]
Intimidation +3 (8) or Leadership +3 (8)
Melee +9 (=14)
Ranged +7 (=12)
Add 6 points to Skills. Switch bonuses and caps for Melee and Ranged if desired.
Schticks: Any 5 Melee or Ranged schticks.
Weapons: Four weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Adept-Expert
Attributes
Bod 5
Chi 2 (Mag 5)
Mnd 6
Ref 6
Add 3 points to Primary attributes.
Skills:
Athletics +4 (9)
Deceit +4 (10)
Info/[Magic-related] +2 (8)
Intrusion +3 (9) [Max 13]
Melee +4 (10) [Max 12] or Ranged +4 (10) [Max 12]
Sorcery +8 (=13)
Add 10 points to Skills. Switch bonuses and caps for Melee and Sorcery if desired.
Schticks: Any 4 Melee or Sorcery schticks, minimum one of each.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Adept-Warrior
Attributes
Bod 6
Chi 0 (Mag 5)
Mnd 6
Ref 5
Add 3 points to Primary attributes and 4 points to Secondary attributes.
Skills:
Athletics +3 (9)
Deceit +4 (10) or Leadership +4 (10)
Info/[Magic-related] +2 (8)
Melee +5 (10) [Max 12]
Sorcery +8 (=13)
Add 6 points to Skills. Switch bonuses and caps for Melee and Sorcery if desired.
Schticks: Any 5 Melee or Sorcery schticks, minimum one of each.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff
Expert-Warrior
Attributes
Bod 6
Chi 0 (For 3)
Mnd 5
Ref 6
Add 3 points to Primary attributes and 3 points to Secondary attributes.
Skills:
Athletics +4 (10)
Deceit +4 (9) or Intimidation +4 (9)
Intrusion +4 (10) [Max 13]
Melee +6 (=12)
Ranged +7 (=13)
Add 10 points to Skills. Switch bonuses and caps for Melee and Ranged if desired.
Schticks: Any 4 Melee or Ranged schticks.
Weapons: Two weapons of your choice.
Quick Schtick Pick:
Wealth Level: Working Stiff