Feng Shui: The Dragons Reborn OOC (Full)

Radiant said:
how many characters do we have allready? Seems a bit crowded to me so I guess I'll bow out of this one.

With you that will make 6 characters that have been created with stats (don't count me twice, the first was a draft). If you leave, there will be 5. Still reasonnable.
 

log in or register to remove this ad

Corinthi said:
Bi Jiao Mao AKA 'Kami' - Contemporary Spy

A good character, but I have to admit I'm a little concerned - I was sort of hoping to have the "angsty Spy who blames himself for a mission gone wrong" niche all to myself. And due to the nature of Feng Shui character generation, your character and mine have nearly identical stats. Could I suggest you use the same background, but with the Thief type instead?
 

Doh! I'm an idiot. I even browsed through the characters already posted and completely missed your submission for some reason. I'll post a new PC, don't worry about it.

The above post will be edited with a new PC shortly.

Jesse
 

Let's see...so far we've got:

Radiant - Tatjana Krucenko, Ex-Special Forces (unless Radiant wants to bow out)
Paxus Aesclepius - Takamura Kane, Transformed Fox
Tsadkiel - John "Jack" Frost, Spy
rbingham2000 (yours truly) - Jadefinger Long, Killer
Corinthi - Bi Jiao Mao (Kami), Spy
Velmont - Hai Lee Fong, Velocity Addict

Very nice. Looks like we've got some Six in the Chamber action going here!

As for Jack and Kami, since both of them are technically the same archetype (and both of them have retired after a mission gone horribly wrong), I'd have each of them try to deal with the pain in a different fashion. Maybe one of them turns to the bottle for comfort while the other tries to find a replacement for his lost love in a series of one-night stands.

Also, I'll need some way to tie Jadefinger and Hai Lee Fong together. The easiest way would be to have them working for the same Triad, with their bosses answering to the same head honcho -- I'm not exactly sure how the Triad hierarchy works, but I'm fairly certain that mob bosses tend to specialize in one or more rackets.
 


Velmont said:
Just a question, as I have raised my Mnd to 8, does Fix-It is raised to 15 or is it limited to 12?
I didn't see a "=" or a Max for the Fix-It skill in John E Smoke's description of the Velocity Addict, so my guess is: go for it!

EDIT: forgot you were playing the Velocity Addict instead of one of the two Spies. Sorry, Velmont!
 
Last edited:

Hey there everybody. John mentioned someone else who was interested in playing, and that someone would be...me! Anyhow, here's the character, hot off the presses:

Shinji Kiriyama
Archetype: Martial Artist

Concept: Shinji grew up in the Yakuza. His father was an interogator for the local boss, and Shinji learned from an early age the art of causing pain. Shinji was, and still is, oddly detached from most everything, rarely changing expressions except to give an enimatic smile as he works opponents over. More physical than his father, he chose the more aggressive path of enforcer, taking care of rivals, reluctant businessmen, and anyone else who angered the boss.

Melodramatic hook: Until that someone was his father. The elder Kiriyama not only failed to extract certain information, he had allowed the prisoner to escape. The boss decided that this kind of family failure should be taken care of by a family member. And so Shinji was ordered to torture his father to death. But this was a task even a hardened Yakuza like Shinji could not perform. He allowed his father to escape, and nearly got away himself before he was dragged back to the interogation chamber himself. After days of torture, his father's head was brought to him, to show him that there could be no escape. He proved them wrong by killing the torturer and several guards before escaping to Hong Kong, where he looks for a way to get his revenge.

Attributes:
Bod: 6
Chi: 0 (Fu: 8)
Mind: 7
Ref: 8

Skills:
Info, Eastern Philosophy +6 (13)
Leadership +2 (9)
Martial Arts +10 (=15)
Drive +1 (9)
Intimidation +2 (9)

Schticks:
Hands without Shadows
Dim Mak
Lightining Fist

Wealth: Poor
 
Last edited:

The only restrictions Velocity Addicts have skills-wise is on Drive and Martial Arts/Guns.

Well, I suppose the group is full up now. I have a friend who is probably going to be joining (oop, he just told me he posted while I'm typing this), so that puts us at either six or seven (depending on if Radiant is still in).

I've been thinking about how deal with some bits of the system that are a bit trickier to work out in PBP, active dodging in particular. Any ideas? What I think would work best is to either handle each shot on its own and then resolve it after anybody involved has a chance to decide on active dodging/and using a fortune die.

More in a bit...
 

Doing about 3 shots at time may be the best, as many action have 3 shots cost. It allow you to fasten a bit the fight and still have some flexibility.
 

Velmont said:
Doing about 3 shots at time may be the best, as many action have 3 shots cost. It allow you to fasten a bit the fight and still have some flexibility.

That's not what I'm talking about. I'm just checking for input on how to deal with doing an active dodge - i.e. When an enemy attacks you, you can choose to spend a shot to actively dodge rather than stick with a passive dodge.
 

Remove ads

Top