The Alexandrian

Posts tagged ‘cheat sheets’

Mothership - System Cheat Sheet

(click for PDF)

Mothership is a sci-fi horror RPG. Think Alien, The Thing, Pitch Black, or Annihilation.

Its calling card is an old school approach wedded to red hot innovation:

  • Blazing fast character creation.
  • Brutal systems for Combat and Stress.
  • Tons of sandbox support and tools in the Warden’s Operation Manual (the GM book).
  • An overwhelming amount of adventure support, including both first party books and a deluge of third-party support.

This last point, in particular, is driving Mothership to my table as my next open campaign. Not only is there a ton of adventure support, a lot of it is designed so that you can spend 15 minutes reading through it and — presto! — you’re ready to go. My expectation is that I’ll be able to rapidly build a stable of adventures that will easily let me run the game with minimal or no prep.

I’ll likely be writing up a full review of Mothership after I’ve had a chance to run it a few more times, but for now I’d like to share the system cheat sheet I’ve developed for the game.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The Mothership cheat sheet, in particular, works very well in conjunction with the GM screen(s) for the game, which are excellent. (There’s both a standard screen and a larger deluxe screen, which each come with the respective boxed sets.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

I usually keep a copy of the cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. I have two copies of the Mothership rulebook at the table, too, but my goal is to summarize all of the rules for the game. This consolidation of information eliminates book look-ups: Finding something in a dozen pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive.

PAGE 1: Basic Mechanics and Violent encounters. (Most of the core game play loops are covered here.)

PAGE 2: Survival. (Most of the miscellaneous rules in the game.)

PAGE 3: Ports & Medical Care. (Stuff to do in your downtime.)

PAGE 4: Contractors. (I debated whether to include this page, but I really want the idea of hiring Contractors to be front-and-center for new Mothership players. It’s such an excellent way of getting them more deeply invested in the campaign.)

Having run character creation for Mothership a couple of times, the sheer speed at which it happens turns the limited number of rulebooks at the table into a significant choke point. I’m going to continue experimenting with how that should be handled, and probably trying to figure out which pages from the PDF need to be printed out to help everyone zip through. (I’ll report back when I know more.)

CRUXES

The Mothership cheat sheet currently only covers the material in the Player’s Survival Guide. I’ll likely be expanding them at some point to include the rules from the Shipbreaker’s Toolkit, but for the moment I’m going to be focusing on in media res scenarios where I’m dropping the troubleshooters into abandoned military bases, butchered research labs, and drifting derelicts.

There are a few interesting mechanical cruxes I’ve had to confront when putting together the cheat sheet.

Unarmed Damage: Unlisted in the core rulebook, this was immediately an issue in my first couple sessions. I’ve pulled the value of 1d5 from Pound of Flesh, an adventure module included in the Deluxe Edition of the game.

Androids & Oxygen: The rules state that androids don’t consume oxygen when life support systems fail, but there are separate rules for vacuums and toxic atmospheres (which require rebreathers or oxygen supplies). Should androids be affected by exposure to vacuum or toxic atmospheres? My ruling is No.

Combat: The transition from an explicitly turn-based initiative system in Mothership 0e to what seems to be a more freeform(?) resolution in Mothership 1e appears to have been pretty badly muffed. The rules and examples of play contradict each other, and support material (including stat blocks and adventures included in the core game box) don’t seem to be in sync with the mechanics. I’ll likely have more to say about this in the future, but for now I’ve simply included the combat rules as written on the cheat sheet.

I’m currently using a system of:

1. The GM threatens harm. (To use a term of art from Apocalypse World.)

2. Players declare action by going around the table.

3. GM makes rulings for how actions are resolved.

4. Players all roll dice (if necessary) at the same time. (Failures likely result in the threatened harm occurring.)

But although this is strongly suggested by the examples of play, I’m not yet convinced it’s actually working very well. (The system seems to detach from the game world, or vice versa, and every opponent kinda blurs into the same mechanical mush.) As I say, I’m going to continue experimenting with this.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. (This simple sheet, however, will simply fit directly into the four-panel screen.)

Mothership - Sci-Fi Horror RPG (Tuesday Night Games)

Night's Black Agents - System Cheat Sheet

(click for PDF)

Night’s Black Agents is Kenneth Hite’s love letter to spy-fi and vampire horror: The PCs are ex-intelligent agents who have sunken into the cold, mercenary realities of the underworld… and in that underworld they find the vampire conspiracy waiting for them. Whether it’s for salvation or survival, it’s time for them to get back to work.

  • Innovative systems for Heat, thriller chases, thriller combat, and spy tradecraft that pivot GUMSHOE’s focus from reactive mystery-solving (“let’s go look for some clues!”) to proactive covert ops (“let’s go make some clues!”).
  • The incredibly cool Conspyramid campaign structure, which not only guides the GM to prepping amazing conspiracies, but is also seamlessly integrated into the game’s core mechanics to give the GM everything they need to respond to the PCs as they strike out against the vampires!
  • The equally cool Vampyramid, derived from the Push Pyramid from Elizabeth Sampat’s Blowback RPG, which gives the GM a secondary campaign structure in which the vampire conspiracy strikes back against the PCs!
  • A robust system for creating completely original vampires, so that in every campaign the players are truly discovering vampires for the first time!

I’m gearing up to run a weekend-intensive campaign of Night’s Black Agents (3 days, 30 hours of gaming), and so I’ve developed one of my system cheat sheets for the game.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

I usually keep a copy of the cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, we’ll keep a copy of the rulebook on the table, too. (Many of my players also bought PDF copies for character creation, too.) But my goal is to summarize all of the rules for the game. This consolidation of information eliminates book look-ups: Finding something in a dozen pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive.

PAGE 1: The core mechanics coupled to a list of the Investigative and General Abilities. Being able to rapidly and confidently identify pertinent Investigative Abilities that might be able to pull information out of a scene is pretty much the heart and soul of the GUMSHOE system, so I put these lists front-and-center for easy reference. This page also includes a reference to the Mode symbols, which are used to indicate various options that can be used to dial Night’s Black Agents into a particular sub-genre of spy fiction (ranging from John Le Carre to James Bond).

PAGE 2 – HEAT: I wanted this to be front-and-center for the players. As they do jobs, they accumulate Heat. It’s a significant part of setting tone in a Night’s Black Agents game.

PAGES 3 to 4 – TRADECRAFT: Night’s Black Agents includes a ton of specialized mechanics for running spy tradecraft. A lot of these — like adversary mapping, asset handling, covers, and contacts — are designed to give the PLAYERS tools for proactively sculpting their investigation. So I’ve gathered these from across the rulebook into arguably the most important pages for the players in the whole cheat sheet.

PAGE 5 – TOOLS: Rules for Funds & Acquisitions. Closely associated with Tradecraft, so it gets positioned here.

PAGES 6 to 7 – THRILLER CHASES: Whether running vehicle chases or foot chases, the thriller chase rules for Night’s Black Agents are robust.

PAGES 8 – EXTENDED CHASES: A similar-but-distinct system handles cross-continental pursuits as the PCs attempt to escape the police or conspiracy agents (or both!) trying to hunt them down.

PAGE 9 – COMBAT: This page includes the rules for Recovery, since about half of those are tied to healing those who have been injured in combat.

PAGES 10 to 12 – THRILLER COMBAT: These pages include combat options, the thriller combat rules, and special tactics. Like the thriller chase rules, the thriller combat rules are designed to give the PCs the ability to use their Investigative Abilities to pursue the “investigation by fist” tactics of noir and spy fiction. The half-page section on Trust & Betrayal is also slotted in here, mostly because it conveniently fit.

PAGE 13 – HAZARDS: Everything from acids to toxins.

PAGES 14 to 15 – STABILITY: Night’s Black Agents features a simplified Stability system (compared to Trail for Cthulhu) for handling the mental stresses of dealing with unspeakable horrors. I’m a fan of the optional It’s Cold Outside rules which encourage the players to leverage the Stability system to represent the dehumanizing demands of the spy world.

PAGE 16 – CONSPYRAMID/VAMPYRAMID: One-sheet reference for the GM.

PAGE 17 – VAMPIRES: Vampires can be radically different in Night’s Black Agents thanks to the vampire-creation rules, but my goal with this page is to hopefully give the GM all the general rules they need. When in doubt, though, I err on the side of assuming you can include pertinent details in the stat sheet for the specific vampires you’re running (rather than just choking this sheet full of maybe-if’s).

PAGE 18 to 19 – CHERRIES: A final GUMSHOE innovation in Night’s Black Agents are cherries; special bonuses that PCs get in any General Ability where they have 8+ points. These are all pulled together here for easy reference. (Something which may be confusing is that some of the cherries which are described in the “Thriller Combat” chapter of the book are placed here instead of with the general Thriller Chase rules. I found it was almost always less confusing to have the “only some characters can do this” reference in its own section, and it also made the cheat sheet more manageable in general. I will confess I had one, “Where the heck are the rules for using a mook shield?!” moment before I remembered that it was a cherry and not a general rule. But this quickly sorts itself out.)

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them.

I’m still experimenting with the best arrangement of these sheets for my GM screen, but I’ll come back and tell you when I figure it out!

NBA TOOLS
Revised Agent Tracking Sheet

FURTHER READING
Review: Night’s Black Agents
Review: The Zalozhniy Quartet
Review: The Persephone Extraction

Night's Black Agents - Pelgrane Press

Magical Kitties Save the Day - System Cheat Sheet (PDF)

(click for PDF)

I usually prep these cheat sheets for RPGs that I play or run, and I’ve shared many of them here on the Alexandrian in the past. This one is for a game that I was the Project Developer and co-designer for: The second edition of Magical Kitties Save the Day!

In Magical Kitties Save the Day, you are a magical kitty who owns a human. (Some humans believe that they own the kitties… This is clearly ridiculous.) Your human has a Problem, and you need to use your magical powers to solve their Problems and save the day! This system cheat sheet, like the others I’ve posted here at the Alexandrian, neatly summarizes all of the rules from the game — from basic action resolution to the mechanics for foes and disasters. It won’t teach you how to create a character, but it’s a great way to get a grip on a new system and, of course, extremely valuable during actual play for introducing new players to the game.

Another cool thing about the game which is not touched on in these cheat sheets are the tools we developed for prepping adventures. If you like the adventure design advice and scenario structures I talk about here on the Alexandrian, I think you’ll find this stuff right up your alley: The core structure is that, in addition to their humans having Problems, the hometowns where kitties live also have Problems. Take a hometown Problem and aim it at the human Problem. As the hometown Problem — things like dinosaurs and hyper-intelligent raccoons and fairy feuds — complicates the kitty’s human Problem, you’ll generate the seed for your adventure.

I then present several adventure recipes: Boss Rush, Five Scenes, A Simple Mystery, The Raid, and Rescue Operation. (In the supplements you’ll find additional adventure recipes. For example, in Magical Kitties & the Mars Colony, Clio Yun-Su Davis created the incredibly clever Double Trouble and Triple Trouble structures.) Each recipe has certain “slots” in it where you can plug in adventure “ingredients.” Simply plug ingredients into the rights lots and — presto! — you’ve got a cool new adventure. (We then present stuff like Foes, Disasters, and Locations with pre-baked ingredients, so if you’re a brand new GM you can basically just plug ‘n play elements.)

HOW I USE THEM

Magical Kitties Save the Day - Planning Session (Ekaterina Kazartseva)

As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a couple of pages is a much faster process than paging through hundreds of pages in the rulebook.

Magical Kitties is a fairly streamlined system, so the cheat sheet is just two pages long and the organization of material should (hopefully!) be pretty self-evident.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen. With larger cheat sheets, I’ll use reverse-duplex printing and create sheets that I can tape together and “flip up” to reveal additional information behind them. Since the Magical Kitties sheet is only two pages long, that’s not necessary: In fact, you’ll have a couple spare slots to drop in information on your hometown. (Which, if you’re using Magical Kitties in River City — the hometown I designed for the boxed set — could include a miniature version of the stunningly beautiful poster map by Jason Bradley Thompson.)

Magical Kitties Save the Day - Boxed Set Contents

Ars Magica 5th Edition - System Cheat Sheet

(click for PDF)

Jonathan Tweet and Mark Rein-Hagen first published Ars Magica in 1987. It was a revolutionary game, including:

  • A system of spontaneous magic (allowing you to cast any spell you could imagine at any time).
  • Troupe-style play, in which players took on the roles of many different characters (and could even swap GMing responsibilities) in the course of a single campaign.
  • Long-term play, in which the group created a covenant of wizards and developed not only their individual characters, but the covenant as a whole.

The 5th Edition, revised by David Chart, was released in 2004 by Atlas Games. When David took over the Ars Magica line he proposed a series of 40 supplements. He then released them like clockwork, one every three months for 10 years, until all 40 books were released. The result is arguably the single most complete and deliberately comprehensive RPG product line to ever exist.

Part of my job at the current RPG Producer at Atlas is to figure out what’s next for Ars Magica. When I got the job I ironically noted that I had played all of Atlas’ current RPGs, but none of the current editions. (This was also true for Ars Magica, which I’d been introduced to via 3rd Edition in the ’90s and did some brief dabbling with 4th Edition around 2001 or 2002.) I’ve spent much of the last year familiarizing myself with these games one by one (and also diving deep into everything we’ve published for them) and the time has come for me to run a full-fleged 5th Edition campaign.

To that end, I’ve developed one of my system cheat sheets for Ars Magica 5th Edition.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

I usually keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, we’ll also keep a copy of the rulebook at the table, too. In the case of Ars Magica, I’ve found it even more advantageous than usual to have a copy of the book for EVERY player:

  • Character creation features a lot of detailed decisions from rich lists of evocative options. You’ll find that the whole process can be finished in literally a fraction of the time if access to the rulebook isn’t a chokepoint.
  • Play in Ars Magica will intermittently see the players break apart into essentially simultaneous solo play (particularly during season-based play), during which access to various elements of the rulebook is frequently useful. Once again, removing this chokepoint speeds things up tremendously.
  • The spontaneous magic which is the crown jewel of the game is greatly facilitated by having easy access to the Technique & Form guidelines on pages 116-161. (I’m looking at potentially prepping these as a separate quick reference packet.

Another way of understanding this is that Ars Magica is a game intensely interested in the “character option chunks” — not just during character creation at the beginning of the game, but throughout the entire campaign. Even character advancement is usually not a bit of bookkeeping separate from play, but rather an organic part of the character’s lives. As such, while these cheat sheets will, like my other cheat sheets, speed things up by serving as a comprehensive system reference and cutting down the amount of time required for many rulebook references, I’ve generally found that there many aspects of play unique to Ars Magica (compared to most other RPGs) that will still benefit from easy, frequent access to the rulebook.

The organization of information onto each page of the cheat sheet is designed to be fairly intuitive. The actual sequencing of the pages is mostly arbitrary (although topics are obviously grouped together if they require multiple pages):

PAGE 1: Core mechanics.

PAGE 2: The Botch Table. Kind of weird for this to just be hanging out on a page all by itself, but I haven’t found a better place for it. You can probably also skip this page if you’d like.

PAGE 3: Less fundamental core mechanics.

PAGE 4-8: Hermetic magic. All basic Casting rules on page 4; all the rules for Magic Resistance on page 5; additional rules on pages 6-7. Page 8 has the rules for designing spells.

PAGE 9: Warping & Twilight.

PAGE 10-12: Laboratory. Basics on Page 10, Projects on Page 11, and Enchanted Items on Page 12.

PAGE 13-16: Texts & Books, Familiars & Apprentices, Advancement, Aging.

PAGE 17-19: Combat, Advanced Combat, and Fatigue & Wounds. This includes non-combat damage.

PAGE 20: Realms & Creatures. These two topics are only lightly associated with each other, but they both fit on the same page to round things out.

This cheat sheet includes the Ars Magica 4th Edition rules for movement, filling in what I consider to be a fairly essential bit of utility that got dropped from 5th Edition. These rules are indicated in blue text.

This proved to be the largest cheat sheet I’ve done to date, which I actually found quite surprising. The 5th Edition rulebook is generally so well-organized and clearly presented that reading it and using it belies how much detail is actually packed into the game. You can get some sense of that from the cheat sheets themselves, which — despite their bulk at 20 pages — nevertheless break down comfortably into very clean modules.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them.

Due to the bulk of the Ars Magica cheat sheet, though, even this technique (which puts 12 pages of data at your fingertips) is insufficient. You’ll either want to create an additional “flip layer” (so you have a front sheet; can flip that up to reveal two more; and can then flip up the next sheet to reveal two more) or make some editorial choices. Due to the COVID-19 pandemic, I haven’t had a chance to actually experiment with this in actual play.

As a newbie 5th Edition GM, my gut instinct is to prioritize:

  • Page 1: Core Mechanics / Page 20: Fatigue & Wounds / Page 4: More Core Mechanics
  • Page 4: Hermetic Magic – Casting / Page 5: Magic Resistance / Page 6: Hermetic Magic – Casting Options
  • Page 8: Hermetic Magic – Designing Spells / Page 18: Combat / Page 19: Combat – Advanced
  • Page 11 – Laboratory / Page 12: Laboratory – Projects / Page 13: Laboratory Enchanted Items

If I was going with just four panels:

  • Page 1: Core Mechanics
  • Page 18: Combat
  • Page 4: Hermetic Magic – Casting
  • Page 6: Hermetic Magic – Casting Options

But, as I say, these are currently just best guesses. And your mileage would probably vary in any case.

FUTURE THOUGHTS

Moreso than most, this cheat sheet is still a work in progress. You may notice that the sheets are a little more “loosely packed” than similar sheets I’ve done in the past. This is partly in anticipation of laying in additional material from the previously mentioned voluminous library of supplements. Not all of the mechanics to be found therein (that way lies madness), but key stuff that jumps out. (For example, you’ll already find a reference to the laboratory personalization rules from the Covenants supplement. I’m probably going to actually move those onto the sheets in some capacity.) This is likely to be at least somewhat idiosyncratic and a reaction to the immediate needs of the Rhine Tribunal campaign I’m currently running, but I think there’s decent odds you’ll see an “advanced” version of this sheet popping up here at the Alexandrian in the future.

If you’re still on the fence about trying Ars Magica, the 4th Edition of the game is currently available as a free PDF. Although obviously different from 5th Edition in a number of ways, the game is fundamentally unchanged and this can give you a pretty good sampler of whether or not it would be something you’d be interested in.

Ars Magica - 5th Edition

Feng Shui 2 - System Cheat Sheet

(click for PDF)

When Robin D. Laws first designed Feng Shui, Jackie Chan, John Woo, and The Matrix had not yet brought the pulse-pounding action of Hong Kong cult cinema into the Hollywood mainstream.

I discovered the game way back in the summer of 1997: I had taken a hiatus from RPGs, but had maintained my subscription to Dragon magazine. That summer, I realized I hadn’t received an issue of Dragon for several months, and I went online — revisiting my old Usenet and FidoNet haunts — to figure out why. I quickly had my answer: TSR had gone bankrupt. But in the process, I was drawn back into discussions of RPGs. Two of them were burning up the discussion groups at the time: Heavy Gear and Feng Shui.

At the time, I was living with my dad in Mankato, MN. I biked from our apartment building down to a hobby store in “downtown” Mankato. The hobby store had exactly one magazine rack of RPG titles, but by some miracle it was well-stocked: I grabbed copies of both Heavy Gear and Feng Shui. This was a seminal moment in my life, as Heavy Gear would ultimately prove to be my doorway into the RPG industry. (A tale I’ve told elsewhere.) Feng Shui didn’t feature as prominently in my work, but it played a really important part in reigniting my passion for RPGs. It’s a truly great honor that I’m now it’s caretaker.

Back in 1997, however, Feng Shui also kindled my love for Hong Kong cinema. Using the bibliography Robin D. Laws had placed in the back of the book as a map, I spent the rest of my summer biking to Suncoast Video and picking up VHS copies of whatever films I could get my hands on. As such, Feng Shui 2, by necessity, can’t recapture the wonder of the original game for me: The original Feng Shui wasn’t just a really cool game; it was the gateway to an entire medium of film I had never seen before.

But Feng Shui 2 is still frickin’ awesome: The rip-roaring, time-leaping magic of the Chi War is just such an innately awesome premise for a game that just flipping through the book is enough to get me amped about playing.

Which, of course, brings me to a cheat sheet for the system.

WHAT’S NOT INCLUDED

Feng Shui 2 - Gunfight on the Roofs

These cheat sheets are not designed to be a quick start packet: They’re designed to be a comprehensive reference for someone who has read the rulebook and will probably prove woefully inadequate if you try to learn the game from them. (On the other hand, they can definitely assist experienced players who are teaching the game to new players.)

The cheat sheets also don’t include what I refer to as “character option chunks” (for reasons discussed here). In other words, you won’t find the rules for character creation here.

HOW I USE THEM

As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1 – Basic Mechanics: This includes the core dice mechanic, plus the difficulty table, an Action Value reference for when your need to improvise GMCs, and the mechanics for Fortune, Impairment, and Boosts.

Page 2 – Skills & Other Checks: These rules round out the basic mechanics.

Page 3-7 – Combat: The core combat experience is contained on a single page, with additional options and guidelines laid out over the subsequent pages.

Page 8 – Vehicles: Primarily the rules for chases.

Page 9 – Chi War: Rules for sorcery, supernatural creatures, transformed animals, mutants, and feng shui sites.

Page 10 – Enemies: A one-page quick reference for GMs looking to build fights and create stat blocks on-the-fly.

OTHER THINGS TO PRINT OUT

You might also want to print out copies of:

  • GMC names (Feng Shui 2, p. 220-221)
  • Vehicle Table (Feng Shui 2, p. 156)

And you don’t need to print it out, but before playing you might want to take a guided tour through the Select Filmography, updated with all the awesome flicks of the last 20+ years and still found tucked away tidily at the back of the book.

BLUE MOON RULES

Feng Shui 2 - Sylvan Duel

One unusual piece of slang you’ll find here is “blue moon.” This is taken from the chapter “Blue Moon Rules” in Feng Shui 2, of which Laws writes:

This chapter gives you the rules for situation that come up only once in a blue moon. These edge cases and special situations may arise in your game once or twice.

I found this distinction remarkably valuable, and in preparing these cheat sheets I have greatly expanded the scope of the rules covered by the “blue moon” designation. Essentially, if you look at a section of the cheat sheet I have:

(a) Specified the core mechanics of a given topic; and

(b) Designated everything else as “blue moon.”

For example, there is a page titled “Combat.” In my opinion, everything you need to run combat encounters in Feng Shui 2 is located on that page. Then there’s another page labeled “Blue Moon: Combat.” That page contains a lot extra rules that you’ll use only to respond to very specific situations in combat. A third page is labeled “Blue Moon: Weapons,” and contains a bunch of weapons-specific rules that you can use to spice things up.

You can see a similar distinction on the page of the cheat sheet dealing with vehicle chases: The “Vehicles” section contains the core gameplay loop for chases; the “Blue Moon: Vehicles” section of the page contains a bunch of additional rules that can be injected into that core gameplay.

I actually find this distinction so conceptually useful in organizing and focusing the cheat sheet that I think you’ll likely see me using it again in the future with any number of other games.

MAKING A GM SCREEN

As with my other cheat sheets, the Prince Valiant sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. This is the screen arrangement I’m currently experimenting with:

  • Panel 1: Basic Mechanics (with Skills & Hazards behind it).
  • Panel 2: Combat (with Blue Moon: Combat & Blue Moon: Weapons behind it).
  • Panel 3: Vehicles (with Keeling Over & Vehicle Table behind it).
  • Panel 4: Enemies (with Chi War & Hong Kong GMC Names behind it).

FURTHER READING
So You Want to Be a Feng Shui Player?
Feng Shui: Filling the Shot
Feng Shui: Using the Shot Counter
Prep Notes: Hong Kong Task Force 88

Feng Shui 2 - Robin D. Laws

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