Feng Shui Feng Shui.....Japan?
From: Abrams47 Posted on: 6/24/2004 9:55 am
To: ALL
Message: 377.1
Feng Shui Japan is the thought, and really its a bare area that a few templates can fudge it and cover.

But how about a Japan Supplement and what it could include?

Yakuza, demon quellers, Samurai, Sohei, Blind Massage Therapist sword masters! More Ninjas! Japanese Robo Samurai ect.

I mean tons of good Chanbarra Flicks, such as the lone wolf and cub, most things by Akira Kurasawa, Zatoichi, Sleepy eyes of Death, Lady Snow Blood, to the very adult oriented Hanzo the razor (And I mean very adult here). But some how get that worked into a supplement for a 1850's and contemporary.

Me personally its about the Ninjas and Samurai. I mean heck, there could be a whole supplement on just Ninjas with as many good/bad ninja flicks that were made.

Ninjas Could get fun schtick of : Disappear/Appear from Shadows or soemthign like that.

Thoughts?

From: Tiffany Posted on: 6/24/2004 12:42 pm
To: Abrams47
Message: 377.2
in reply to: 377.1

I was going to do a whole new post but this sort of relates to the last post.

Speaking of Ninjas, how do you handle sneaking up on people in the game?

I can't really seem to find it spelled right out, looking at the gun schtick hair trigger neck hairs. I guess its a Per check vs something but what?  Intrusion?  I figure the Ninja would be good at this...

 


goddess
From: Abrams47 Posted on: 6/24/2004 3:39 pm
To: Tiffany
Message: 377.3
in reply to: 377.2
I know that if you get the drop on someone, its a passive dodge of zero.

What I do in my games, is do intrusion vs the targets perception/police/detective/investigation skill or ability that relates to being paranoid or having skill looking out for soemthing (I think I also allowed Old Vietnam Vet Info to have some one be parnoid enough to look out for an incoming ambush). what ever works ot make the game fun.

Also, it never hurts to have the PCs assasinate or Buffallo (knocking out)the unamed mooks, it adds to the game.

now named character are different because unlike most other rpgs, Fengshui is about action!! So you have the ninja that suppose to assasinate soemone, make him work for it. but even assasinating a named character is tough to do in one attack, even with the 0 passive dodge. you have to do 35 + the named armor + a little extra to get a good chance at killing a named.

From: CCAMFIELD Posted on: 6/24/2004 6:30 pm
To: Abrams47
Message: 377.4
in reply to: 377.1
Hm, I wonder if Atlas could release such a book. It wouldn't have to contradict anything to do with the existing junctures... but they're not in the Shadowfist material.

Ninja obviously invest in the shadow/darkness fu path. That lets them see in the dark, pull out dark-knives, and I forget what else. I don't remember if there's a "merge with shadows" ability there...

For a master samurai, I think a Killer using melee weapons but with Gun Schticks might be appropriate, as described in Golden Comeback. That would let you create a swordsman with levels in Carnival of Carnage, able to quickly slice through horde of underlings.

From: DarrinBright Posted on: 6/28/2004 3:42 pm
To: Abrams47
Message: 377.5
in reply to: 377.1
I think the obvious thing to do with Japan is Feng Shui: Mecha. The rest of the Samurai/Ninja stuff I think is more than adequately covered by the books already out there. Other than a bit of fan material, mecha hasn't been done yet.

I've been itching to do a Patlabor-style scenario in 2056. I suppose you could replace 2056 with a mecha-heavy juncture... powersuits a la Bubblegum Crisis or a Robotech/Gundam-style military space opera.

Space Opera is also a genre that, other than the Star Wars conversions, hasn't really been given the Feng Shui treatment. However, there are some wrinkles to work out... how to you handle Feng Shui sites in outer space or on other planets? Would aliens be supernatural creatures (and vulnerable to Summoning sorcery)? Do the vehicle/chase rules have to be reworked for large-scale mecha combat?