Feng Shui Supers



Feng Shui Supers is a method for you to play comic book style characters using the Feng Shui rules design. There are a few minor changes to facilitate this system: Some Super schticks allow you to spend multiple schticks on them, giving you extra benefits in exchange. In the course of play, superheroes can gain any new Super schtick. Getting an additional schtick costs (8 + X) experience points; X being the number of Super schticks you will have when you gain this new one. This can no time in the game world; new powers may arise spontaneously. Alternatively, the acquistion of new Super abilities may become an adventure in itself. Superheroes may buy entirely new schticks, or increase the benefits of schticks they already have. The latter is done just as if the player was spending an extra schtick on a power during character creation.

Superpowers
Base Attribute: Power
Physical Ability: You can trigger and control your innate super abilities.
Knowledge: You are familiar with other local superheroes and supervillains. You know their methods and operating style. You are also familiar of those with Super abilities who are more world renown. You understand the condition that made you the way you are, and if it may or may not ever be reproduced.
Contacts: You have many contacts on the streets and maybe in specialized areas that would deliver important information to you to help you stop crime. You may know someone down at the local newspaper who contacts you when a major story is about to break that could use your help. If you are a member of a superhero team, you will also have access to any resources they draw from as well.

If you want to play a character type that can take Super schticks, your best bet would be the Super Hero. However, if you wish to use one of the pre-existing types from the books, some conversion notes are presented below. Anyone from this list must come from the modern juncture. Those marked with an asterisk are optional types you may wish to exclude due to potential awkwardness:

Big Bruiser:
Power 4. Swap the Guns skill for Superpowers = 13. Gain 3 Super schticks instead of weapon choices.

Everyman Hero:
Power 4. Swap the Guns skill for Superpowers = 13. Gain 3 Super schticks.

Ex-Special Forces:
Power 4. Gain Superpowers = 10, but you may trade points from your Guns skill and put them into Superpowers if you wish. Choose either 4 gun schticks and 1 Super schtick or vice versa.

*Gambler:
Power 3. Gain Superpowers 12 [Max 14]. For every point you reduce your Guns skill by (maximum of 3), you may choose 1 Super schtick.

*Journalist:
Power 3. Choose either Superpowers = 12 and 2 Super schticks, or Superpowers = 13 and 1 Super schtick.

*Karate Cop:
Power = 5. Gain Superpowers 11 [Max 13]. Gain 1 Super schtick.

Killer:
Power = 5. Gain Superpowers =13. You may trade in any number of Gun schticks for an equal amount of Super schticks (minimum 1).

Martial Artist:
Power = 5. Gain Superpowers 12 and 1 Super schtick.

Masked Avenger:
Power 2. Swap the Guns skill for Superpowers = 13. Gain 3 Super schticks instead of the gun schticks.

*Maverick Cop:
Power 3. Gain Superpowers 11. Gain 1 Super schtick.

*Medic:
Power 4. Gain Superpowers = 13. Choose to gain 1 Super schtick or swap your normal schtick selections for 2 Super schticks.

*Ninja:
Power =5. Swap your Guns skill for Superpowers 10 [Max 13]. Gain 1 Super schtick.

*Private Investigator:
Power 4. Swap the Guns skill for Superpowers 10 [Max 13]. Gain 1 Super schtick.

Scrappy Kid:
Power = 6. Gain Superpowers = 12. You may swap the values for Martial Arts and Superpowers if desired. Gain 2 Super schticks instead of the fu schticks.

*Spy:
Power 3. Gain Superpowers 10 [Max 13]. Gain 1 Super schtick.

*Techie:
Power 3. Gain Superpowers 11 [Max 13]. Gain 1 Super schtick.

Thief:
Power 4. Swap the Guns skill for Superpowers 11 [Max 14]. Gain 2 Super schticks.


Super Schticks


Absorption
When you are attacked by an opponent using a Super schtick, make a Superpowers task check: the Difficulty is your Superpowers Action Result. If you succeed, the Outcome equals the number of sequences for which you may use the Super schtick in question. Your opponent is unable to use the Super schtick for that number of sequences.

Amphibious
You can easily move and breathe underwater. If you wish, you can reduce your Move attribute by any amount on land in order to increase it by the same amount when underwater, this decision is made when you take the schtick.

Armor
For each schtick spent on this power, gain 2 points of natural Armor. You may not gain more than 8 points of Armor in this way.

Blast
You have an ability much like the Magic schtick Blast. For each schtick you spend on this power, you may gain one of the special effects presented in the description for Blast on page 114 of the main rulebook. Use Superpowers as the skill to make task checks with, not Sorcery. You cannot take the Chi special effect, however you can also choose from the following list:

Bouncing (costs 2 schticks)
Your body is rubbery and bouncy. If you sustain falling damage, make a Superpowers task check with a Difficulty equal to half the number of meters you fell (round up). Subtract the Outcome from the amount of damage you would normally take. Also, as a 3-shot cost action, you can bounce up to twice your normal Move rating.
You can also at the beginning of a sequence, spend all of your shots at once to launch a series of attacks against a number of opponents, during which you bounce between them like a pinball. Each time to succeed at a Martial Arts task check, you can immediately make an additional attack against another opponent.

Chameleon
You can make yourself invisible by hiding even behind the most inadequate of cover. As long as you don't move, this automatically works. Anyone attempting to locate you must make a Perception check with the Difficulty equal to your Superpowers AV; if they fail, you remain unseen. The number of targets you can affect depends on the number of schticks you spend in this ability. May not be used if someone is looking directly at you.

Clinging
You may walk or crawl on walls or ceilings and not fall. Your Move rating is halved while using this. If you sustain damage, make a Strength check with a Difficulty equal to the amount of damage you took to stay in place.

Create Darkness
You can create an area of darkness around you and maintain it indefinitely. You can mold and shape the field anyway you like, but the field has a radius equal to your Power rating in meters. Anyone caught inside the field will suffer from a -4 penalty to any skill task check that requires sight unless they have some form of immunity like specialized goggles or enhanced vision. If you are hit in combat, you must make a Superpowers task check with a Difficulty equal to the amount of damage from the attack (before Toughness is reduced). If you fail, the darkness field is nullified and you cannot create another for the rest of the sequence.

Damage Immunity
You are immune to particular form of damage, and suffer no Wound Points from such attacks no matter what. For each schtick you spend, you become immune to an additional form of damage. You may not spend more than two schticks on this ability during character creation. New schticks in this ability gained during the course of play cost four times the usual number of experience points.
The available forms of this ability can be found on page 126 of the main rulebook.

Danger Sense
Even when you seem to be paying attention to something else, your senses are working overtime looking out for trouble. Hidden dangers such as enemy ambushes, falling rocks, lurking poisonous snakes and ticking time bombs hidden underneath chairs rarely surprise you. When the GM makes a check on your behalf to see if you spot such things, you get a +2 bonus to your Perception Action Value for each Danger Sense schtick you've purchased.
If you succeed in a Perception check and can usefully respond to the situation by dodging, the Outcome of your Perception check is applied to that first Active Dodge task check.

Death Resistance
For each schtick you spend on this ability (up to a maximum of 3), you gain a +3 Action Value bonus when making Death checks.

Duplication (costs 2 schticks)
You may split into multiples of yourself. Determine how many shots you wish to concentrate for (it must be at least 3 but no more than your Superpowers AV score), after which make a Superpowers check. The Difficulty of the task check is equal to your Superpower AV minus the number of shots you spent concentrating. If successful, a number of unnamed duplicates of yourself equal to your Outcome will instantly appear near you, and will follow your orders to the death. The duplicates will only have with them the same clothing as you are wearing. You cannot duplicate weapons or other objects. You may only use this power once per game hour. The duplicates will possess all of your attributes and skills, but are incapable of creating more duplicates.
The duplicates will remain until they are killed or until as many sequences pass equal to your Power rating, after which they vanish without a trace. If a duplicate is killed, you suffer 1 point of damage that is not reduced by Toughness. If you are knocked out or killed, all the remaining duplicates will also vanish.

Enhanced Senses
Each of the following costs one schtick to purchase:
Extra Strength
For each schtick you purchase, add 1 to your Strength rating. There is no limit to the amount of times you can buy this.

Flight
You can fly through the air at your normal Move rating times 2. For each additional schtick spent, add 2 to your move rating while flying. If you take damage while in flight, make a Superpowers check with a Difficulty equal to the amount of damage you took. If you fail, you begin falling out of control and can make no other actions. At the beginning of every sequence, make another Superpowers check to try and regain control. The GM will determine exactly how high up you are, but if you hit the ground, take normal falling damage.

Forcefield
You can create a shield of energy that will stop any kinetic attack going in or coming out of it. Creating a forcefield is a 3-shot cost action, and maintaining it is a continuous action. When creating, decide how large the radius will be in meters (centered on you), and make a Superpower task check against a Difficulty equal to that number times 2. A forcefield has a Toughness rating equal to your own Toughness, and can sustain a number of damage points equal to your Outcome before it becomes unusable. By spending an extra schtick, your forcefield will also protect you from any Blast effect.

Growth
Your body can become physically larger for every schtick purchased. With 1 schtick, you can grow up to double your normal size. Add 2 to Strength and Move but also add 2 to any roll to hit you. With 2 schticks, you can grow up to 3 times your normal size. Add 4 to Strength and Move and 2 Toughness but also add 4 to any roll to hit you. With 3 schticks, you can grow up to 4 times your normal size. Add 6 to Strength and Move and 4 Toughness, but add 6 to any roll to hit you.

Insubstantiality
You may pass through solid matter by making a Superpowers check. The Difficulty is 1 for each inch of thickness of the matter you are passing through. You must specify four types of matter you cannot pass through; your GM picks a fifth type. For each additional schtick you spend, you may reduce the number of types you must choose. It is not possible to buy off the GM's choice.

Invisibility
As a 3-shot cost action, make a Superpowers check against a Difficulty of 10. If you are successful, all Perception checks to notice you add a penalty equal to your Outcome. Should anyone notice you, they will only see a faint shimmering outline of your body, and they will suffer a -2 penalty in combat with you. This lasts for as long as you wish, but it will cost 3 shots to become visible again. If you are knocked unconscious or killed, you automatically become visible.

Magnetism
You can attract or repel any object that contains ferrous metals. The Difficulty the weight of the affected object(s) in kg, divided by 5. The maximum distance that the object can be moved equals the Outcome of the Superpowers check x 3m. Objects under 5 kg can be moved automatically, without the need for a Superpowers check.

Reflection
As a 3-shot cost action, make a Superpowers check with the number of Wound Points (after any reductions for Toughness) you have just suffered from a single hit from any energy attack as your Difficulty. If you succeed, the opponent that wounded you takes an equal amount of Wound Points that are not reduced by Toughness. By spending an extra schtick, you can also reflect gun attacks.

Regeneration
Your Wound Point total decreases by 1 at the beginning of each sequence for each schtick you have spent on this power. You are limited to 5 schticks in Regeneration. Would Point totals may not be reduced below 1. This ability stops working when you fail a Death check until you are restored to 0 Wound Points by other means.

Shrinking
You can shrink to become only a few inches tall, allowing yourself to crawl into certain areas others would normally not be able to reach. Changing forms requires an entire sequence of concentration, and lasts for as long as you wish. Anything you are carrying will also shrink. While you are shrunk, anyone attempting to locate you suffers a -4 penalty to her Perception rolls. Likewise, anyone who attacks you suffers a -4 penalty. However, any damage you inflict in an attack is reduced by half, as is your Move rating (round down in both cases).

Stretching
Your body and limbs can elongate up to a distance equal to your Superpowers AV in meters. Make a Superpowers task check with a Difficulty equal to the number of meters you wish to stretch; the Outcome is the number of shots your limbs can remain extended (minimum of 3). At the end of this time, your limbs will snap back into place.
By extending your arms, you can pick up or set down various objects, or even make a hand-to-hand attack, at a distance. By extending your legs, you can add +2 to your Move rate (although watch out for low-hanging structures). You can spend additional schticks to add your Power rating in meters to your maximum range.

Superleap
You can leap up to four times your normal Move rating. The leap can be horizontal or vertical.

Superspeed (costs 2 schticks)
As long as you are running (a continuous action), you may add your Move rating to your Damage when you make a Martial Arts attack. Also, every schtick you purchase in this ability raises your Move rating by 1.

Teleportation
As a 3-shot cost action, determine in advance how far you wish to teleport, and make a Superpowers task check, using the distance in meters as the Difficulty. If successful, the user will instantly reappear in the location of their choice. If the check is not successful, you remain where you are and must spend another 3 shots recovering.

Weather Control
The superhero can manipulate weather effects similar to the magic schtick Weather. For each schtick you spend in this ability, you may gain two of the special effects presented in the description for Weather on page 120 in the main rulebook. Use Superpowers as the skill to make the task check with, not Sorcery.

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