[Bundle of Holding] Feng Shui 2
Apr 3, 2018 6:28:59 GMT -8
Post by OFTHEHILLPEOPLE on Apr 3, 2018 6:28:59 GMT -8
Feng Shui 2 - Bundle of Holding
If you've been interested in this game now is a good time to get a good deal.
Core Mechanics:
Feng Shui 2 is a 2d6 system where one die is your up die and one is your down die. To resolve actions your character has a set score on their sheet that you apply the thrown dice modifier to. So if my character wants to shoot someone and has a "Shooting 13" score, roll my 2d6 getting a 5 on my Up die and a 3 on my Down die giving me a +2 to the roll, meaning my Shooting roll becomes 15 against an enemy defense. Every point above the enemies defense adds additional damage. Rolling Double Sixes means your character does something "Awesome" or "Horrible" and you roll again to determine success or failure on an epic narrative scale (I.E. Running Kung Fu style through, or on top of, an opponent's hail of bullets in order to kick the enemy in the face).
Initiative is on a track and you spend actions to move lower on the initiative. Get super high on the initiative? You may end up doing multiple turns worth of actions before another character can act.
Characters don't have hit points but instead accumulate points toward various thresholds on a track where you can take penalties to rolls. Get too high on the track and you start having to make a save at the start of your turn to make sure you're still standing and willing to fight and accumulating Marks of Death that you have to save against at the end of a battle to see if your character flat out dies or not.
I have run a "Return to Big Trouble in Little China" homebrew campaign and a "Ninja Burger" Con Game with these rules and it was a lot of fun. The system definitely has crunch and a lot of specific situational rules but the game is easy to learn and is great for those looking for Kung Fu gameplay.
If you've been interested in this game now is a good time to get a good deal.
Core Mechanics:
Feng Shui 2 is a 2d6 system where one die is your up die and one is your down die. To resolve actions your character has a set score on their sheet that you apply the thrown dice modifier to. So if my character wants to shoot someone and has a "Shooting 13" score, roll my 2d6 getting a 5 on my Up die and a 3 on my Down die giving me a +2 to the roll, meaning my Shooting roll becomes 15 against an enemy defense. Every point above the enemies defense adds additional damage. Rolling Double Sixes means your character does something "Awesome" or "Horrible" and you roll again to determine success or failure on an epic narrative scale (I.E. Running Kung Fu style through, or on top of, an opponent's hail of bullets in order to kick the enemy in the face).
Initiative is on a track and you spend actions to move lower on the initiative. Get super high on the initiative? You may end up doing multiple turns worth of actions before another character can act.
Characters don't have hit points but instead accumulate points toward various thresholds on a track where you can take penalties to rolls. Get too high on the track and you start having to make a save at the start of your turn to make sure you're still standing and willing to fight and accumulating Marks of Death that you have to save against at the end of a battle to see if your character flat out dies or not.
I have run a "Return to Big Trouble in Little China" homebrew campaign and a "Ninja Burger" Con Game with these rules and it was a lot of fun. The system definitely has crunch and a lot of specific situational rules but the game is easy to learn and is great for those looking for Kung Fu gameplay.