Shadowrun/Feng Shui Adaptation and Conversion Notes


blue ball Intro

blue ball Basic Attributes

blue ball Skills

blue ball Classes

blue ball Weapons


A Word of Explanation

This is our second adaptation of the Shadowrun universe to a different, lighter set of rules.

In this case, the use of the ultrafast cinematic Feng Shui system has two purposes

blue ball Feng Shui players and keepers will be able to use the excellent Shadowrun sourcebooks to flesh out the 2056 juncture (as we wait for the "Seeds of the New Flesh" sourcebook)
blue ball Shadowrun keepers and players will finally be able to run games that look more like "The Matrix" than "Johnny Mnemonic"

As usual, the bulk of the conversion work will rest on the single keepers, that are advised to get a copy of Shadowrun 3rd Edition (but others should work just fine, too) and one of Feng Shui in order to follow us.

We are making a rough but workable Shadowrun/Feng Shui Character Sheet available to keep track of the new character's characteristics.

Enjoy.


Basic Attributes

Shadowrun

Feng Shui

Body Body
  • Move
  • Strenght
  • Constitution
  • Toughness
Quickness  
Strenght Chi
  • Fortune
  • Kung Fu
  • Magic
Charisma  
Intelligence Mind
  • Charisma
  • Intelligence
  • Perception
  • Willpower
Willpower  
Essence Reflexes
  • Agility
  • Dexterity
  • Speed
Magic  

Both Shadowrun and Feng Shui are template-based games; in each a player chooses a general character model he'd like to play, and personalizes it distributing points and filling in details.

The problems first arise when we consider the different way the two games handle attributes. The sidebar clearly shows that while Shadowrun goes for a traditional breakdown, Feng Shui uses a two-levels system, in which some of the basic attributes of Shadowrun are actually Secondary Attributes in Feng Shui. A direct conversion is therefore rather hard to implement.

The way we decided to follow is to convert the Shadowrun ratings into points to be distributed among the Feng Shui Primary and Secondary attributes.

All starting character templates have the following basing ratings:

Body

Chi

Mind

Reflexes

Human

4

0

4

4

Dwarf

4
Constitution +1

0

4

4
Speed -1

Elf

4
Strenght -1

0
Magic +1

4
Charisma +1

4
Agility +1

Troll

7

0

3

3
Agility -1

Orc

4
Toughness +1

0

4
Charisma -1

4

To the above, a number of points can be added, calculated as follows...

Shadowrun

Feng Shui

(Body Rating + Strenght Rating)/2 Number of points to be allotted to the Body attributes
Quickness Rating Number of points to be allotted to the Reflexes attributes
(Charisma Rating + Intelligence Rating + Willpower Rating)/3 Number of points to be allotted to the Mind attributes
Magic Rating Number of points to be allotted to the Chi attributes

You need two points to raise a Primary attribute of 1 level, and a single point to rise of one level a Secondary attribute.

For the rest, standard Feng Shui character creation rules stand: choose a name, a melodramathic hook and a quote, fill in the blanks.


Skills

The Skill levels of SR translate directly as skill Bonuses for FS.

The concept of skills is somewhat broader in Feng Shui than it is in Shadowrun 3rd Ed., therefore:

blue ball As a rule of thumb, all Cognitive skills in Shadowrun turn into Info skills under FS rules.

blue ball Active SR skills can be either compared to the equivalent FS skill, possibly concentrating multiple stats under a single entry (i.e., Guns in FS covers all the Projectile Weapons skills in SR), or the Keeper might choos e to add a new skill to the FS skill list. In this case, applying an average of the SR numbers as a FS bonus is probably the best course.


Handling Classes

blue ball Non Spell Users - normal access to Gun Schticks and Fu Schticks, as per Feng Shui Rules (or favourite home-brew expansions)

blue ball Spell Users

Keepers might like to make up further schticks or regulate differently the access to the ones already available.

blue ball Deckers and Riggers

Refer to the character templates (forthcoming) and the sections below for specific skills and schticks/powers descriptions.

A collection of Shadowrun-Oriented Schticks and Powers is also under development.


Decker

Deckers use a (normally unlawful) portable computer unit (deck) to operate online. Different decks grant different performances.

Deck Rating - a measure of the power of the decker's interface, and also the number of programs the deck can run at a time. For all practical purposes, Programs are skills attached to the DR attribute, and are rated as skills.

Sample Programs: Combat (Gun or Fu), Intrusion, Sorcery etc.

New Skills

Decking (Int) - this skill allows the decker to operate on-line through a cyberdeck (login, search etc); it also gives him the basic knowledge of deck design and repair, and a few contacts (both on-line and in the off-line world).

New Schticks

Multitask - allows the decker to run two or more programs at the same time. Each extra schtick in Multitask adds another program.

Superuser - the superuser schtick allows the Decker to see through all of the virtual embellishment, down to the bleak number crunching reality of computer simulation, thus giving him an advantage over his on-line adversaries. One schtick in Superuser is the on-line equivalent of Fast Draw - the decker is sensibly faster than his adversaries. Two schticks allow the Decker to locally alter the matrix representation.

Custom Deck - the equivalent of a signature weapon, gives a +1 bonus to each decking check for each schtick spent.


Rigger

Riggers use a series of specialized interfaces and ports (Control Rig) to control vehicles, remote apparatus or weapons.

New Attribute

Rig Rating (Quickness) - all the activities of the Rigger go through the interface and are therefore dependent on it.

New Skills

Control (RR) - all driving and piloting tests are checked against the Control skill.

Sensor Array (RR) - all perception-through-sensors tests

Combat (RR) - use of mounted weapons, ramming etc.

New Schticks

Speed Demon - each schtick gives a +1 to all Rigger control and combat activities

Custom Job - signature vehicle


Weapons

There are only three Weapon stats undes Feng Shui rules, Damage, Concealment and Capacity.

 Weapon Class  

 Damage Value

Arrow
Handgun
Shotgun
Rifle

7
8-12
10-13
13+

blue ball  Weapon Damage is calculated differently in FS and SR (which uses levels and wound staging), so that a direct translation is not possible.
On the other hand, weapon classes, if nothing else, translate straightforwardly: the keeper is advised to apply directly the Feng Shui Damage chart (here presented in simplified form) to the SR weapon list.

blue ball FS's Concealment and SR's Concealability  express the same concept but are one the opposite of the other - the more concealable is the weapon the higher is the SR value, the lower is the FS equivalent. Therefore, to convert Shadowrun Concealability into Feng Shui Conceal, subtract the SR value from ten.

FS Concealment = 10-SR Concealability

blue ball Capacity translates directly, as it is the exact equivalent of Shadowrun's Ammo.

FS Capacity = SR Ammo



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Established June 1999
Soon to be updated

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