What to do if you are asked to roll initiative and how combat is handled
This can be found in the main Feng Shui book starting on page 126 and ending on page 142. Shots are each phase that can be acted upon. Here is the shortened version:
- Initiative check: roll one of your d6 add it to your speed (or reflexes if you don’t have speed listed). Do not re-roll sixes. The sum of those numbers is the first shot in which your character gets to act. The person with the highest initiative check gets to go first.
- The character with the highest initiative goes first and the GM will count down from that number. For example, if the highest initiative is 15, that character goes first and the GM counts down shots from there.
- When your initiative comes up you may act. Tell the GM what you are going to do. Roll your positive and negative dice, re-roll any sixes (adding positive to positive and negative to negative), and add that score to your Action Value.
- Unnamed mooks, if they are hit hard enough, will instantly die. Named characters will actively dodge or be hit. If they are hit, determine damage as appropriate to the weapon damage, body damage (punch, kick, etc.), magical damage, or ranged weapon damage.
- Each action you pick has a shot value. Some are as little as one, some are as high as 15 or higher. The average is three. After waiting the proper shot value, you may act again.
- The GM also has to roll initiative for the bad guys. They will act in the appropriate way (or inappropriate way) in the same manner that you will.
- At a certain point the bad guys may surrender or run off. If this happens, do not be discouraged, it means your group has won the fight. Sometimes in a module the GM is instructed to have the bad guys surrender or run off. You don’t always have to kill off the bad guys. You can always force them to talk to you instead.