Long time GM rthat ihas recently restarted running Feng Shui
I'm trying to compile a list of all of the Errata list for Feng Shui. I've got this so far I've manged to get the following additional Q&A, rule clarifications, to stuff that I haven't seen covered in the FAQ. I also managed to find via wayback machine a couple of the old dead sites including one of Daedalus that has some errata for the rule book and Marked for Death on it that I didn't reproduce bellow. Atlas has some corrections to Burning Shaolin posted that I didn't reproduce.
The stuff bellow comes from looking at the old Feng Shui mailing list, things I've spotted, like the poket demon, and other Feng Shui RPG sites. It is very rough draft form, needs a lot of editing.
I'm trying to make a master errata list. So please tell me what I've missed?
Q&A and Assorted Comments
Just as a heads up, there's a gun schtick in "Comeback" that combines with CoC to make it even more effective. I think I figured out that a starting
Maverick Cop who spends all his gun schticks on CoC and this new schtick can chew through an average of 30 unnamed characters a sequence. (Although in retrospect, I don't think I factored in reloading time, which would be pretty significant.)
This is intentional. I saw a bit of a gap between the gun schticks and the fu schticks. Specifically, guns have an advantage against unnamed characters (not just CoC, but all the big machine guns that take out mooks on lower Outcomes) while the Fu stuff works better against named characters. Rather than muddle them together by making Fu schticks that work better against mooks and gun schticks that work better against individuals, I decided to keep the gap intact to give the two types of schticks a distinct flavor.
Think dark, drab, dreary, and blighted. Urban decay and environmental ruin. The buildings are all huge and imposing structures of gray steel and concrete, and they all look old and worn out. Lots of pollution too.
Actually, the pollution maxed out in the 1990s. When the Buro outlawed personal vehicles, things got quite a bit cleaner. However, it does rain an awful damn lot, thanks to the world wide eco-disaster.
Everything is gray, and the few colors you see are probably dirty and faded. I wouldn't go for the art deco look myself, because I envision 2056 as being devoid of style or inspiration of any kind.
There's a little more color, relief and playfulness in "Seed" but it's ALL consumerist. The only bright, pleasant places or things are malls and TV shows (which are all pay-per-view).
Lord Shi has his name is misspelled as Lord Shih. Pi Tui is mispelled "Pui Ti", at least it's consistently wrong.
Embarrasingly enough, that character's name is spelled both ways at different points in the core book (Atlas edition, and probably Daddalus edition, though I didn't check the latter), so we just picked one and stuck with it here.
Quick question: are there any feng shui sites in the Netherworld itself? I was trying to remember if this is expressly defined one way or the other? Opinions, anyone?
In the basic book, it expressly states that there are feng shui sites in the Netherworld, but that gaining control of them cannot bring about a critical shift.
On page 56 of "Elevator", we are told "From the twelve o'clock position, working counter-clockwise, the large spokes house Command, Military, Research, and Security. The small spokes house Logistics, the secondary Military spoke, the secondary Research spoke, and Geomancy." By my count, that's two divisions that occupies two spokes. However, shortly after this passage (on pp. 56-57, in fact), we are told "The Military division is the only division that occupies more than a spoke of the wheel..." What happened to that second research spoke?
The spoke problem crept in because I switched from six spokes to eight spokes between the first draft and the final draft, for what it's worth. I'm completely unsure where the Unknown Name got changed. I don't have my draft handy so I can't say if I screwed that up or if it was an Atlas change (as per the change in Jack Donovan's name).
What are Flying Victory Bullets made from, the book doesn't say...plastic?, wood?, icky disgusting flesh?
The answer to this (as is the answer to a good 80% of your questions about the Buro) is that reliable old hand-waver: "High quality polymers."
My 2056 question: when will being beaten down start taking a toll on the chi produced by all these citizens? Will it start to make cracks in the Buro? Will they Buro decide they need to pull an Ascended and rule from the shadows (perhaps first creating a utopian-ish society)?
Beaten down? For the first time in history, everyone has enough food, somewhere to sleep, and guaranteed minimal medical care. I'd guess that most Buro citizens feel a lot less beaten down than most residents of Somalia, Tibet or Afghanistan. Sure, the people don't have a lot of rights: But historically, people have made do quite well without rights--especially when they didn't have a murderous occupation force (Romans, Mongols, Nazis) or an epidemic (Typhus, Black Plague, Spanish Flu) to cope with.
To give the devil his due, the phrase "duped and narcotized masses" is probably particularly apt for the general population in 2056. Not only are Productivity Drugs cheap and easily available, they've got TV programming that makes "America's Funniest Delivery Room Recordings" look like "Masterpiece Theater."
The Four Monarchs
The Four Monarchs should be regarded with universal, total, pants-wetting fear by even the sturdiest of PCs (hell, even Draco should have to change his suit after talking with one of them. ) They used to be able to single-handedly take out armies with their bare hands--do we really need to see the numbers on that?
In a universe where we have stats for Gao Zang, Wong Fei Hung, Homo Omega, and most of the heavy hitters, you think that the LOSERS of the secret war; the faction with no operations in most juncture-- should be so mighty?
Let me put it to you this way--Gao Zhang, Wong Fei Hong, Homo Omega, and Draco have all managed to nearly take over the world, or take over parts of the world, or take over China. The Four Monarchs did it. They took over the entire world, and everyone who opposed them died. The Lodge didn't even think about taking them out directly they were too smart for that. They went back to before they were born to get rid of them, because they knew that to directly contest them is to die.
Wow, I have a completely different take. I percieve that the Monarchs are more gifted at shaping than at sorcery, and consider them disposable characters. A nuisance to be wiped out by whomever wants to take control of the Netherworld.
No no no no no no. Think of it this way--the Four Monarchs have almost nothing in the way of resources, technology, armies, or anything that could possibly make them victorious. Everything was wiped out by the critical shift. And yet, somehow, they're still around, and still a force to be reckoned with. Why? Because each of them is a god of war, able to take out any opposition. Sure, they can't take over the world again--no matter how powerful you are, you can only be in one place at a time. But by the same token, nobody can get rid of them because they're just too individually powerful. The Thunder King has never been defeated in single combat...and he's six hundred years old. That, along, should tell you how nasty these guys are.
Your base score for Shaping in the Netherworld is equal to the highest number of Feng Shui sites you've had attuned at any one time. Not how many you have currently, but the highest ever.
This supports my earlier statement that the monarchs are more potent at shaping than at sorcery. However, I see where you're going with this, they are SCARY GOOD at shaping. This does make them close to invincible, but only in the netherworld. An AV of 50 or more in shaping would make sense for these characters. With the other 'big names' that have been published, a shaping skill isn't listed for any of them. An oversight I wonder? Hmmmm....
50 is still too low. They've got Shaping skills in the hundreds. Meaning they've been attuned to hundreds of feng shui sites at once, for hundreds of years. Even if they're no longer actively drawing on that much chi, even if there are people who are actively drawing on that much chi (and there aren't--even the Unspoken Name and Boatman and Bonengel aren't personally attuned to that many sites)--it'd still be SIX HUNDRED years before anyone caught up to the Four Monarchs in power level. They are SCARY GOOD, as you put it, at everything. If they ever learned how to co-operate with each other, they could probably re-take the world in no time flat...they're basically a living example of why raw power isn't enough to take over the world.
In the book, under Sorcery, it mentions that you can target multple targets, at a cost of -1AV per ADDITIONAL target. Yet under Gun fighting, it is -1AV per target when shooting multiple targets. Is this an error or is this the way it is supposed to be?
p.125, Conditional Escalation states - "You may add another specified primary attribute by spending another schtick" as well as "You may add conditions by spending one schtick per condition". So, can you spend multiple schticks to get multiple points in an attribute?
Or only 1 point per attribute, to a max of four?
Also, are you spending more schticks to get more conditions?
Ah, another question. Do your mooks ever actively dodge? Or are they human pylons that are tossed around and used as human shields and treated with little or no respect?
That's the shot, man.
[b]Transformed animals apparently can't change back to human once they've reverted to their natural state. Do they still have their human intelligence?
As far as I'm concerned, no. The intent is that the character is as good as dead. (Note that it's much easier to just get plain ordinary killed than it is to get reverted.)
Of course, if the GM think's it's cool to do otherwise, who am I to argue?[/b]Who is the character who is telling the tale in the first chapter of the rulebook?
He's your basic unnamed narrator.
Is there a Shadowfist card for him?
Have there ever been any junctures open before 69 or after 2056?
Okay, so, if when Transformed Animals revert, all they have is the animal intelligence of their particular kind of critter...
...how did the animals ever have the smarts even to decide they wanted to become human, let alone to figure out how to do it?
Back in the days of magic, animals were intelligent. Some of them decided to move up the old ladder of reincarnation without dying between each step; they were the Transformed Animals.
Once Transformed, they decided to get rid of magic, in order to remain human forever -- which, as a side effect, permanently turned off this career option for other animals who hadn't yet decided to transform.
That's some mighty bad karma to work out there...
How do you do Tasers?
Tasers make me nervous. It should never be easier to knock named characters than it is to kill them; there are always PCs who'll want to knock out and then kill helpless named characters no matter how uncinematic it is.
Tasers are omitted from action movies for similar reasons. It's very hard to stage fight scenes around weapons that inevitably put a character down on one hit. You have to essentially guarantee that no named characters ever get hit. (The rail guns in the new Arnold-fest, ERASER, follow the same dramaturgical principle.)
Here's how I'd do tasers:
(non-standard damage)/1/1, 1 sequence to reload. Unnamed characters hit by a taser are out of the fight on any positive outcome. Named characters can't be hit by tasers; they always succeed in their Dodge or Parry attempts and no attack check is necessary.
Pg 38 Atlas edition and Back for Seconds pg. 24, the Private Investigator is supposed to have 1 Gun Schtick and have Fast Draw as the Quick Schtick pick for the Gun Schtick. The original web version had the Gun Quick Schtick Pick listed, but forgot to include the character got 1 Gun Schtick, when it end up getting printed again the gun schtick error wasn’t corrected, and the Quick Schtick pick was accidentally removed. This errata applies to the Thief on pg. 44 Atlas edition an in Back for Seconds page. 2 too. (Yes, the Thief has a Gun Schtick.) As a side note, the original Daedalus web version of the Magic Cop however is wrong and a corrected version appeared in Back for Seconds.)
pg 69. Daedalus edition The 'Info' skill is missing under the INTELLIGENCE heading in the skill listing box.
PG. 66 The Colt 380 Gov’t Pocketlight is your basic diet .380 autoloader.
Pg. 68 (pg 83. Daedalus edition ) The Colt 1911A is the classic 'Colt .45'. It's not by any means a 9mm (although the statistics remain unchanged).
Pg. 68 ( pg 85. Daedalus edition) the E.T. “Series One Laseraim” should be damage 11, not 10. As the other 10mm guns are damage 11.
Pg. 68 ( pg 85. Daedalus edition) the Glock 17 is not small. It is a little wider and a little shorter than an M1911A1.
Pg. 68 ( pg 85. Daedalus edition) Llama Large Frame. Some gunmen may prefer their Colt .45 1911A varient to be named after a fuzzy South American mammal.
Pg. 68 (pg 85. Daedalus edition ) Norinco Type M1911. That's a .45 autoloader pistol if you haven't been reading in alphabetical order.
Pg. 69 (pg. 85 Daedalus edition) the Sig-Sauer 220 is a 7+1 round gun when it is in chambered for .45, not 9+1. A .38 Super version exists that is a 9+1 round gun. The .38 Super version stats are (9/2/9+1).
Pg. 71 (pg. 87 Daedalus edition) the silhouette labeled as a Mini-UZI is actually that of an Ingram MAC10 without (or with a very short) magazine.
Pg 170 (pg 191 . Daedalus edition) The Hopping Vampires (Jiangshi) are noted as having Abysmal Spines x3 and Bod 9, yet their claws are only listed as doing 11 damage. The damage should actually be 14 (Bod 8 + 6 for the 3 levels of Abysmal Spines).
In Chapter 18 many of the guns have incorrect damage values. Use the values from the Guns chapter instead.
The description for Healing under the Sorcerer schtick "Heal" is incorrect. Use instead the more forgiving rules for Medical Attention on p. 158.
Marked For Death
The text accompanying our friend Roscoe the helicopter, it's noted that Toughness of 20 will stop most attacks from doing much damage" (I'm paraphrasing, I don't have the book in front of me.) However, his stats give Roscoe a Body of 10 with no separate Toughness noted.
Was it intended that Roscoe have Toughness 10 or 20?
That's not all. In "Blood for the Master", read the section called 'CarefulWho You Eat!'. It says Eng Fan Mei's has a toughness of 10, yet the stats or that particular demon on the page before say he has a Body of 15!
The “Unspoken Name" in "Elevator", is incorrectly repeatedly referred to as the "Unknown Name" (cf. "The Hub" pp. 53-61).
CoC cannot be used to target a Named PC.
COC= Carnival of Carnage
The Seduction Skill is incorrectly called Seduce in SNF on pg. 68.
Mr. X’s Chi stat in SW pg. 58 is most likely wrong as his stats “Chi 8 (For 8)”, having a Chi of 8 makes the listing of a Fortune of 8 unnecessary.
The Supersoldier SNF pg. 16’s Wealth Level is missing. Working stiff is most likely what it is.
The Mouth of the Fire Righteous (EN pg. 25) has his Chi stat is missing. Careful study of similar characters in EN, shows it is most likely 0.
The stat block for the Pocket Demon is missing in the Atlas version of Thorns of the Lotus. It is on page 84 of the Daedalus version. It reads:
Attributes: Bod 4, Chi 2 (Mag 8), Mind 3, Ref 8
Skills: Martial Arts 12, Intimidation 4, Intrusion 4, Creature Powers 15
Creature Schticks: Inevitable Comeback (comes back folded), Insubstantial, Armor 6
Jack Donovan is incorrectly called Jake Donovan in GC.
Draco is incorrectly called Drago in GC.
Iale Manae in GC is not a ghost, but was created using the ghost archetype.
Lord Shi is incorrectly called Lord Shih in EN.
In EN Nick Nemesis, 2-Way Ray , and Hal 2000 have a skill called Musicianship that isn’t described in any of the Feng Shui books.
In EN pg. 100 2-WayRay’s Av for his Info/Netherworld skill is missing.
In Burning Shaolin the character of Johny Ko has his name spelled wrong on pg. 17. Additionally, the name Johnny Ko may be incorrect for this character and John Tso is the correct name as that matches the character as described in Shadowfist.
The rules for the Red Principle in Blood of the Valiant, both Atlas and Ronin editions, is incorrect, this is fixed in EN.
In the Combat Briefing:
"Your Parry Action Value is always equal to your Martial Arts Action Value...". This seems inconsistent with the notion that a Parry is "a kind of active dodge."
Shouldn't the Parry Action Value be your Martial Arts AV plus 3?
The example for Concealment on 79 Daedalus Edition seems a bit unclear. Is there an errata for it.