Feng Shui 2 presents a lot of awesome character concepts and
flavor, but they are very much based in the stated histories and settings of
the book. Specifically, they are very much based on a Chi War where a lot of
the heaviest battles are in Medieval China, Colonial Period China, Modern Day
more or less as we know it and a Post-Apocalyptic Future. As such, it makes
sense that most of the characters from the past are Chinese or at least Asian.
However, the major junctures can and have changed in the past and even minor
junctures can prove to be incredibly important, as proven by the rise of the
Ascended. But the game isn’t made for that, right? No, all the archetypes are
Chinese or Mad-Max-ish or the like. They even have little symbols about what
time setting they’re appropriate to come from, totally can’t mess with that,
right?
Actually it’s quite easy in most cases. I’ll look at them
below.
Easy “Normals”
These archetypes represent very little work to reskin into
other concepts. At most you will have to change the focus of an info skill. For
this I’m sticking with the group that are predominantly intended to be
exception men and women with intense skill. I’ll handle supernatural stuff
later.
·
Archer – Intended to
represent a Chinese archer as noted by the info skill. A simple change in fluff
and info skill could give you an Olympic archer, a time-stranded member of
Robin Hood’s Merry Men, a masked superhero a la the Green Arrow, a Japanese
expert in Kyudo, an American bow-hunter, a Navajo brave, a student of Heracles or
any of a large number of other potential origins.
·
Bandit – Again, the
focus here is on the archetypical Chinese bandit from Outlaws in the Marsh or
Journey to the West. It can easily be reskinned to represent gang-leaders in
the modern day, war party leaders from the future or any of a variety of other
things.
·
Big Bruiser
– There is no work that needs to be done to adapt this to many concepts.
The Big Bruiser as presented already can represent anything from Little John to
Zhang Fei or Blaster (of Thunderdome fame).
·
Driver – Like the
Big Bruiser, this is already set up to represent cavalry-men, road warriors,
race car drivers and the like.
·
Everyday
Hero – The info skills and fluff as presented certainly present the
movie-stereotypical American everyman, but some twisting here and there and you
could get a peasant or folk hero from cultures as wide spread as the Chinese
countryside all the way to a desert planet in a galaxy far, far away.
·
Exorcist
Monk – “Hey, you said you were avoiding supernaturals, why’s this
here?” This is here because the focus on chi is a lot more subtle and can be
seen as exceptional skill rather than supernatural power. Either way, any
culture that has a warrior focused on facing supernatural creatures could
present such a character. This includes a Templar from the Crusades, spirit
warriors from America, Jaguar-Warriors from South America, runemasters from the
Norse and so on. This could even be an exile from the Four Kings’ timeline.
·
Ex-Special
Forces – At first I was wondering about this archetype’s dependence
on guns to put it in this category, but a good look reveals that the schticks
it begins with don’t particularly need even a ranged weapon much less a modern
firearm. Any elite soldier of any time period could be modeled on this
character.
·
Gambler – Another case
where the dependence on the Guns stat made me look closely, but you could
presume that “Guns” can be used for thrown daggers or other such ranged weapons
that an ancient gambler might carry on them as well.
·
Karate Cop
– This can be used for a wide variety of time zones as already
indicated by the archetype as published. Little to no work needs to be done to
reskin it from a literal karate cop to a former boxer “copper” from Victorian
England or so on.
·
Martial
Artist – This is not a phenomenon limited to ancient Asia. You could
use the same archetype to represent a Cu Cuchlain-like warrior trained in a
number of seemingly supernatural “Feats” (that’s where we get the word
apparently), a hero trained by the immortal centaur Chiron, a warrior from
Central Africa, an Iroquois brave from the height of their strength or any of a
number of other such people.
·
Masked
Avenger – This is an archetype which has appeared in fiction for
hundreds if not thousands of years. Very little needs to be done to reskin it
to time periods other than the modern day.
·
Ninja – On the
surface it appears to be a very supernatural based character, but as stated it
could be used to represent anything from the Assassins from the Crusades to a
CIA operative in the modern setting. The Chi powers can just represent anybody
with exceptional skill in stealth. The archetype as written already says this
and simply uses the ninja as a prime example.
·
Old Master
– I almost put this in the section below. The chosen martial
arts path for this character is very much Wire Fu Hong Kong action Kung Fu
movie stuff. That said, similar feats of physics defying acrobatics are often
displayed by figures from Norse, Celtic and other myths. For example, who
wouldn’t see Beowulf as the Old Master taking on the dragon?
·
Private
Investigator – In ancient times, the concept of a private
investigator would have been less common. However, there were likely people
that could be looked to investigate various mysteries in the area. More developed
civilizations like the Romans, the Chinese (obviously), the Japanese and so on
who likely had official law enforcement are also likely to have had mercenaries
whose primary specialty was in uncovering information. Spies for hire
essentially. The archetype already notes the possibility of this by noting that
it could come from any of the four major junctures.
·
Redeemed
Pirate – Again, while the image and backstory present a Chinese
pirate, this archetype is readily usable to represent anything from said
Chinese pirates to the Dread Pirate Roberts or the like. In fact, you could use
this to represent dashing members of an official navy rather than a pirate. Who
can’t see Captain Amelia of Disney’s Treasure Planet coming out of this
archetype?
·
Scrappy Kid
– Realistically speaking, this archetype is unlikely to come
out of a time period or setting where things like child labor laws are as alien
a concept as a Lovecraftian entity. That’s realistically. This game is
reproducing an action movie aesthetic and so a lot of rational history and
culture can be kicked to the curb and the scrappy kid can come from anywhere as
implied.
·
Sifu – Once again,
the outward appearance is such that you couldn’t really do this as anything but
a Wong Fei Hong homage and thus you would be limited to Chinese martial artist
doctors. The schticks even focus on pressure point and acupuncture type
healing. However, those can be easily reskinned to represent other healing
traditions such as druidic, shamanic, runic or alchemy. Even before I ever
heard of Feng Shui the RPG, I played a character based on this archetype who
practiced a Nordic meditative martial art and was a European apothecary/doctor.
·
Spy – Any time
there are established factions, nations or even tribes there is a potential for
the development of a spy. The book leaves the far future out of the potential
places where spies can appear, which makes sense because the chaos makes their
brand of investigation much less efficient, but even there it is possible
assuming you change out some of the info skills due to a general lack of
geopolitics. Spies are a common element of Wu Xia, Samurai or even ancient
European stories.
·
Sword
Master – While the picture and backstory are very much the image of a
samurai, this archetype is easily reskinned into an Arthurian knight, a Roman
sword master, a Chinese saber or jian wielder, a Korean noble or Patrick Swayze
dumped into a post-apocalyptic wasteland.
·
Thief – Once
again, the game has done much of the work for you. The lack of a far future
icon makes sense given that the sort of security measures that a thief’s skills
would be needed to pass are rare to non-existent. If the Simians were to gain a
stronger foothold on things, then thieves as we know them might start to pop up
as common security measures like locks, alarms and booby traps again become
more common.
·
Two-Fisted
Archaeologist – This particular archetype is shown to be limited to
the Past and Present junctures. Actually, archaeologists could reasonably show
up in any setting where there are lost ancient civilizations such as Sumeria,
the City of Brass, El Dorado, Atlantis, Lemuria, Mu and so on. Which means that
you could potentially have this sort of archaeologist (possibly called “tomb
raiders” or “ruins explorers”) in any situation where a large number of people
consider the artifacts of the past to be important. For example, both the
Jammers and the Simians might employ archaeologists to find remnants of the
world they put down.
Gun-Centric “Normals”
The Bodyguard, Bounty Hunter, Drifter, Full Metal Nutball, Highway
Ronin and Maverick Cop are all characterized by having access to a lot of Gun
schticks and possibly some driving schticks with no mention in either their
advancement scheme or their starting abilities of any Martial Arts schticks. This
doesn’t seem to be a problem for Full Metal Nutball and Highway Ronin since
those are specifically modern and future archetypes specifically. Some might
also question why that’s a problem for the Bodyguard, Bounty Hunter, Drifter
and Maverick Cop since these appear to be modern centric concepts. However,
even the rule book notes those last four as being viable for all four major
junctures. Likewise, you can find the essential elements of the Full Metal
Nutball in any of a number of heavily armed goofballs from stories set in a
variety of time periods. The Highway Ronin is also feasible in a number of time
zones. The sad truth is that apocalypse happens pretty much constantly in
isolated places pretty much constantly. The basic concept of the wanderer in
the chaotic remnants of a recently fallen civilization fits for the European
Dark Ages, several bad points in Chinese history, quite a few places in the
modern times and so on.
So the question of how any of this is a problem might come
up. After all if it’s possible to refluff all of these into similar concepts in
the various four junctures, then why not just do that. The problem comes in the
fact that these archetypes only have Gun Schticks (and sometimes Driving
Schticks). That could represent archery or thrown weapons to some degree,
though any Schtick dealing with reload in these circumstances would be useless.
Even the grenade centric Schticks are fine because grenades have been around in
one form or another for thousands of years. The main issue here is that the
Ancient and Past Juncture equivalents of Bodyguard, Bounty Hunter and Maverick
Cop all primarily used melee tactics. Drifter, Full Metal Nutball and Highway
Ronin are less problematic in this regard, but it is still a thing that the
ancient world is primarily a melee centric one. In addition, there is the
problem that archery centric Gun Schticks are entirely the province of the
Archer archetype (which I agree with.)
There are a couple of solutions for this. The most obvious
one is to play a different archetype and personalize their attitude to be more
like that of the desired archetype. Sword Masters, Bandits, Archers, Martial
Artists, Big Bruisers and several other archetypes can, with very little
difficulty, all be played as bounty hunters, bodyguards, drifters, magistrates
and so on. This will be satisfactory in most cases. Unfortunately, this does
mean that such characters will lack the Core Schticks tied to these character
archetypes. The loss of Core Schticks is minimal in the case of the Highway
Ronin and Maverick Cop, each of whom only has one modestly flavorful Core
Schtick while most of the rest of their archetype’s flavor comes purely from
roleplay. The Nutball is a little bit worse of in this regard with a very
amusing a flavorful Weakness. However, the Nutball’s weakness primarily makes
sense for someone who uses a large amount of thrown weapons and the Nutball
Luck is similar flavor to a lot of the Everyday Hero stuff. The primary place
where a lot of character flavor is lost when switching Archetypes is in the
Bodyguard, Bounty Hunter and Drifter, all three of whom have a large selection
of rather unique and flavorful Core Schticks that work just as well combined
with melee as with ranged fighting. In fact, the choice of weapon with those
archetypes really feels like it is secondary to those Core Schticks.
One possible solution to matching the Fu Schticks with the
Core Schticks of these archetypes is to take one of the other archetypes and
exchange some of their starting Schticks with the Core Schticks of the Bounty
Hunter, Bodyguard or Drifter. Or you can exchange the standard advancement scheme
for those archetypes with the advancement scheme for some other archetype and
switch the primary attack from Guns to Martial Arts.
Tampering with the mechanics of a game system is not to be
taken lightly. This is much easier in point buy, effect-based systems because
in those cases you’re not really tampering with the mechanics, you’re just
defining the specifics of how the effects manifest in the fiction of the
setting. Feng Shui is template based, however, and the mechanics of character
building are not transparent which makes shifting around things as significant
as Schticks and advancement tracks things that need to be considered carefully.
At the very least check with the GM as to whether such exchanges are
reasonable. Preferably check with the other players as well to make sure none
of them have issues with you making such extreme changes. There is some
precedent in the system with the suggestions for creating Transcended Animals
other than Dragons or Crabs, so it isn’t totally out of the ball park.
Reskinning
the Supernaturals
The supernatural archetypes in the Feng Shui 2 book are very
much bound up in the setting elements of the story presented within the game. It
would seem that the limits of superhuman and supernatural things for Feng Shui
would be bound up in those concepts presented within these archetypes and the
various villain examples. However, it is part of the entire basis of the
overall setting the rules of the world have changed at least once and that control
of the feng shui sites can result in changing the very nature of metaphysics of
the world. And the existing supernatural archetypes can represent a large
number of alternate supernatural type characters other than what is recognized.
· Cyborg – What is
this doing here? It’s not supernatural, right? For all intents and purposes,
yes, it is. This is a sort of being explained by super-science that really fit
with the physics of natural world as we know it to be. Still, how would you be
able to reskin it into something? Well, first of all, the simplest thing you
could do is change the melodrama of the default cyborg to something other than
an unwilling cyborg wanting to die. Perhaps they are a volunteer that became a
cyborg in exchange for some benefit for their family or some other reason.
Another thought might be that they are an exile from a timeline where
cybernetics was much more common and now they have difficulty maintaining their
enhancements. I thought briefly that it could represent a golem or some such,
but the Creature archetype might better represent that.
·
Gene Freak – The mutations
are the result of corrupted chi flowing through the world and altering some
people. That’s going on in the modern and future Junctures, but a substantial amount
of this corrupted chi flowed into the 69 AD Juncture from the previous edition
of the game. While the majority of Gene Freaks rising out of those times are
likely stranded, the occasional pop-up juncture could still bring one out into
the Chi War. Also, imagine a timeline where such mutations became a general
truth of the world. Instead of “Gene Freaks” you might have “Chaos Mages”
developing strange mutations over time and practice with at least the
reputation that such people go insane or evil. There might also have been a
past timeline of superheroics that has bled over into the current timeline.
·
Ghost – This seems
pretty cut and dry. The archetype is very clearly meant to represent the
Chinese style ghost a la Chinese Ghost Story. In fact, I do believe that it is
that specific movie series that is most being modeled by this archetype. However,
there are a number of spirit-like entities from mythologies around the world
that can be similarly represented. Nymphs, dryads, baensidhe, the Yuki-Onna, jurougumo,
succubi, or other such spirits from mythologies around the world.
·
Magic
Cop/Sorcerer – The discussion of these two archetypes is combined because
they are very similar. The default in Feng Shui is Chinese sorcery but the same
basic rules can be used to represent Shamanism, Hermeticism, Nordic Runes,
Egyptian magic, Kabbalism, onmyouji, invocations of the divine and even, with
some minor shifts in trappings (to borrow a Savage Worlds term), mad/super
science.
·
Supernatural
Creature – Whether you’re talking a Deep One that’s gone against the
elder things and sided with humanity, an exile from a timeline when creatures
were the norm and humans were the oddity, werewolves, realities where life
evolved differently (which might also work for Gene Freak) or any other thing,
the creature is pretty much already set up to allow for a large amount of
variety. The starting schticks for this archetype are an amphibious
shapeshfiter though with GM approval you might be able to exchange a Schtick or
two.
·
Transformed
Animals – There are a lot of cases where this can modified, especially
for characters like Miho from the “My Girlfriend is Kumiho” Korean drama.
However, you might also note the reversion mechanic for stuff like the eventual
fate of Yuki-Onna where she was able to live as a normal human until her
husband told the story about his encounter with the ice-woman and broke the
spell that allowed her to live as human. This might also be something that
could be used to represent invoking one’s totemic spirits or the like. There’s
a lot of cases in myth where such magic has the danger of one losing one’s
humanity entirely, those myths might be based on the adventures of transformed
animals.
Alternate Chi Wars
As noted, the default storyline is that focused around
Ancient China, 1850s China, the modern time and an apocalyptic future. However,
it wouldn’t take much to rework Feng Shui into something like, say Templars vs
Assassins (know, I haven’t actually played those games, but I’ve heard enough
about them). You could also have a Chi War based around the modern time, a
future setting, 1920s New England and ancient Arabia and do a Lovecraft thing.
Replace the Four Kings with Hastur, Cthulhu, et all. You might even go further
back and learn that Tolkien’s Lord of the Rings really was about a far ancient
past now forgotten by most of the world. In addition, you could also possibly
have a campaign of chi warriors from all over stuck in a pop-up juncture trying
to take feng shui sites as part of a subtle way of taking over similar to what
the Ascended did.
There are a plethora of alternate storylines you could take with the same basic mechanics and archetypes with some caveats.
The mechanics, archetypes and intentions of Feng Shui are meant to represent high octane action movies. This can be grim and gritty or it can be goofy and fun-filled, but the focus is on action and characters being awesome. If you were to do the Cthulhu Mythos with Feng Shui, it wouldn’t be a cosmic horror game, but a game with people taking a steel-toed boot to the Elder Gods
The general setting is one where the villains are in control and the heroes are standing alone against a sea of corruption and greedy people. In general, the good guys are going to be the underdogs and the official authority are either going to be ineffective, complicit with the villains or actually be the villains.
If the government or some other significant “good” group is in command over the feng shui at the moment, then they will be largely under constant siege. The feeling of being against the odds is important. Look to the Jean Claude Van Damme movie “Time Cop” for example where the official organization responsible for keeping history secure is under constant assault through the bureaucracy with budget cuts and so on.
If you have a less frantic situation; competent and stable governments protecting the world and history as we know against ne’erdowells; then you could just skim past the downtime parts for the points where there is a major crisis building. Or don’t, depending on what the players like. The Nanoha franchise gets a lot of mileage from spacing slice of life elements in between long stretches of awesome, hot-blooded action sequences. Also, in this case, you could end up with a secret system of diplomacy stretching out across centuries with meetings between Wu Zetian, Imhotep, Abraham Lincoln, King Minos and Luke Skywalker about protecting the time stream (to pick a random set of characters).
Actually, now that I think of it, that last reminds me of the Antarctic Press Time Lincoln comics, by Fred Perry, I believe.
The characters are the good guys. If you're playing a vampire exile from an Anno Dracula time line then your a vampire who successfully helped humanity conquer the right feng shui sites to make sure that Dracula's vampire world order never occurred. As an innerwalker, they now live in the future they helped insure and have found that there are new villains to face. If you're an eldritch abomination born of the Elder Gods, then you have for some reason come to like humanity and helped them arrange things so that humans came out on top instead of Cthulhu and company. If you're from a lost utopia, you aren't setting out to return to it because your code of ethics prevents you from taking away the lives that all these people around you already have so you mourn your lost timeline and make due the best you can. No matter what your origin, you're there to take names and kick ass to protect the common man.
There are a plethora of alternate storylines you could take with the same basic mechanics and archetypes with some caveats.
The mechanics, archetypes and intentions of Feng Shui are meant to represent high octane action movies. This can be grim and gritty or it can be goofy and fun-filled, but the focus is on action and characters being awesome. If you were to do the Cthulhu Mythos with Feng Shui, it wouldn’t be a cosmic horror game, but a game with people taking a steel-toed boot to the Elder Gods
The general setting is one where the villains are in control and the heroes are standing alone against a sea of corruption and greedy people. In general, the good guys are going to be the underdogs and the official authority are either going to be ineffective, complicit with the villains or actually be the villains.
If the government or some other significant “good” group is in command over the feng shui at the moment, then they will be largely under constant siege. The feeling of being against the odds is important. Look to the Jean Claude Van Damme movie “Time Cop” for example where the official organization responsible for keeping history secure is under constant assault through the bureaucracy with budget cuts and so on.
If you have a less frantic situation; competent and stable governments protecting the world and history as we know against ne’erdowells; then you could just skim past the downtime parts for the points where there is a major crisis building. Or don’t, depending on what the players like. The Nanoha franchise gets a lot of mileage from spacing slice of life elements in between long stretches of awesome, hot-blooded action sequences. Also, in this case, you could end up with a secret system of diplomacy stretching out across centuries with meetings between Wu Zetian, Imhotep, Abraham Lincoln, King Minos and Luke Skywalker about protecting the time stream (to pick a random set of characters).
Actually, now that I think of it, that last reminds me of the Antarctic Press Time Lincoln comics, by Fred Perry, I believe.
The characters are the good guys. If you're playing a vampire exile from an Anno Dracula time line then your a vampire who successfully helped humanity conquer the right feng shui sites to make sure that Dracula's vampire world order never occurred. As an innerwalker, they now live in the future they helped insure and have found that there are new villains to face. If you're an eldritch abomination born of the Elder Gods, then you have for some reason come to like humanity and helped them arrange things so that humans came out on top instead of Cthulhu and company. If you're from a lost utopia, you aren't setting out to return to it because your code of ethics prevents you from taking away the lives that all these people around you already have so you mourn your lost timeline and make due the best you can. No matter what your origin, you're there to take names and kick ass to protect the common man.
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