Series: You can perhaps replay the
adventures, using the general episode synopsis.
Wiki of Episodes Watching the series is not required, but highly encouraged,
since it is pretty good.
Juncture: Side contemporary Juncture of 2000 to
2005-ish. So semi past. You could also do an update, same plots, happening in the here and now. Jade (or perhaps Uncle for maximum silliness) with a smart phone and twitter, 'nuff said.
Plots: Mainly focus on the Talismans story arc, which can be
treated as moving Feng Shui sites.
Example, Dragon Talisman: Besides acting as Feng Shui site when captured from its protector, it grants its holder the use of the Sorcery Shtick of Fire Blast (spending any type of fortune on it, not just magic points), and one Animal-Dragon shtick the GM feels is appropriate or fits the narrative of the person who holds it. A person can only hold one Talisman at time, and it does not grant additional advancement if you pass around to other allies and gain it back, you must fight foes for it. A new holder of the talisman cannot gain its abilities unless they spend 9 shots to attune to it. They do not gain advancement for capturing it until the fight is clearly decided in their favor.
Series Location: San Francisco base, though locations include
places around the world. Treat San
Francisco as Hong Kong for all game effects, because it’s kind of mystically
awesome in its own right, especially "Little China".
Feng Shui Home Base: All player characters start with 1
Advancement point, because Uncle's Shop is considered a Feng Shui site. However this means they must act in Uncle’s
best interest, and defend the shop from occasional interlopers and gangs.
Section 13: Use as a new major player in the world if
you wish. In the Feng Shui universe they
may be an offshoot of the Jade Wheel Society (Ascendants) being manipulated into
thinking it is more important or justice bound than it really is. Perhaps they could be an offshoot of the Dragons,
who decided to form their own secret police force to protect the word that became a
little bit too bureaucratic.
Roles: Players can take on their own roles, perhaps
members section 13, or the roles of the casted heroes themselves. Since it’s pretty much a buddy cop show with
Jackie and Jade, with Uncle playing a side part for the first few episodes, the
GM may have to take some creative liberties to add members to the team or for
the J-team to enter earlier than they did in the show. J-Team
GMs could allow willing players to take the roles of drop in/out
characters for an episode, and instead of accumulating advancement points for that
specific character, record the points on separate sheet. When it comes time to play a permanent member
of the team or another drop in character, the player can apply all advance points
to that character at the start of the episode/session. This allows them to keep up with other
players.
Jackie Chan
Base Archetype: Everyday HeroAdvancement Note: While the Archetype access to Gun shticks does not change, Jackie will never take them! In exchange grant Jackie 1 extra point of Toughness, Speed and Fortune to the base Archetype instead. This is lost if the player ever takes any sort of Gun shtick or uses a gun to attack or threaten someone while playing Jackie (for the later the bonuses are lost for remainder of the current fight scene).
Changes:
- Exchange Backup Attack: Guns to Backup Attack: "Improvise Anything". Allows Jackie to pick up pretty much anything to attack with it in melee or throw it. Use the melee martial arts weapon damage list as your guideline, or roll a 1d6+6 to determine the damage of the weapon when picked up (encourage the random roll, though the item might actually no better than your default hand to hand damage of 7). It takes 3 shots for Jackie to pick up a new weapon, and may attack with it for a sequence before needing to replace it (unless he throws it or decides to replace it).
- Exchange Driving for Detective (rather than true training, Jackie has a knack for stumbling across information and getting into trouble that somehow becomes beneficial. He also has connections with section 13 who appreciate his lucky winning streak in solving problems)
- Exchange Info: Classic Cars for Intrusion (Jackie’s martial arts version of parkour and sneaking around).
- Exchange Info: Beer for Sabotage (though he really tries not to, Jackie has a knack for breaking stuff)
- Exchange Info: Sports for Leadership (despite himself, Jackie is the leader of gang, though usually just enough to maybe…just maybe to get Jade to listen to him.
- If you take some sort of advancement that alters your ability to cheese it (leave battle), you are encourage to give the sub heading or yell out "bad day" if you wish. You may also yell out bad day any time you cheese it.
Jade
Base Archetype: Scrappy Kid.
Changes: None
really. Would Jade attack with throwing stars (if uncle or Jackie didn't take them a way) or be tempted try to drive
a vehicle? You bet!
Uncle
Base Archetype: Old Master
Changes:
- Change Info: Calligraphy to Info: Antiquities.
- Allow access to secrecy shticks with Advancement, with the limitation that sorcery shticks that cost chi or shots, cost 1 additional chi point or 1 extra shot then called for. Uncle will usually need props like potions and scrolls to perform powers and the extra chi and shot cost accounts for this.
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