TEXT: ...when corru pt eunuch officials undermine a once-gre a t
  ruling Dynasty; when martial art i sts, white - b e a rded old
  m a sters, and supern a t u ral cre a t u res st ru g gle for contro l
  of powe rful chi fo rces; when a band of  honorable 
  wa rriors is called upon to battle a demon sorc e rer in a
  l e ge n d a ry mountain monaste ry.
  Burning Shaolin is the first of Atlas Games’ C o ri o l i s
  adventures. It contains complete game statistics for
  both the D20 system and the Fe n g S h u i
  roleplaying
  game. You can find it at your local game retailer or at our
  website: www.atlas-games.com .
  This special exc e rpt contains new D20 rules for Fa c e l e s s
  Hordes and Wu x i a - St yle Combat, bringing the furi o u s
  Kung Fu action of Feng Shui to your D20 adve n t u re s .
  
  Call ‘em mooks, call ‘em thugs, extras, what
  have you: faceless hordes are large groups of
  opponents for the heroes to bowl quickly through, in
  true action movie style … PCs are meant to slice
  through faceless hordes like butter, and probably
  won’t get hurt doing so. Although they largely exist to
  show how buff the PCs are, they can be dangerous
  to those who fail to keep an eye on them. They can
  also provide a tactical challenge to the PCs, making
  it harder for PCs to get to the truly challenging oppo-
  nents they really want to smite. They can ring them-
  selves around a magician so PCs can’t interfere with
  his spellcasting. Faceless hordes can carry off the
  princess they’re out to rescue, while the primary vil-
  lains pound on them. 
  Any type of opponent can make up a faceless horde.
  You can even have a faceless horde of non-humanoid
  creatures, from giant toads to floating eyeballs, if that
  suits your fancy. If you want to make them members
  of other creature classes, you can give them addi-
  tional abilities: a faceless horde of zombies might
  share the usual perks and drawbacks of the undead,
  for example. 
  Usually, though, a faceless horde is composed of
  humans or their close kin. What faceless hordes
  have in common is a bizarrely unswerving loyalty to
  their bosses. They’ll wade in, one after another, to
  fight the heroes, even though dozens of their com-
  rades have already been easily squelched and now
  lie bleeding or groaning in the dirt.
  Roll once for the faceless horde’s Initiative. Roll sep-
  arately for each member’s attacks. 
  CR 1/6; SZ M (humanoid); HD 1d8, hp special, Init
  +0; Spd 30 ft.; AC 14 (+2 Dex, +2 leather); Atk melee
  special (1d6, short sword) or missile special (1d6,
  short bow); Face 5 ft. x 5 ft.; Reach 5 ft.; AL any (usu-
  ally E); SV Fort +0, Ref +2, Will +0; Str 10, Dex 14,
  Con 10, Int 10, Wis 10, Cha 10
  Special Attacks and Qualities: 
  Faceless hordes fol-
  low these modifications to the D20 combat rules:
  4 hp Onl y: Every member of a faceless horde goes
  down after suffering 4 hit points of damage, no mat-
  ter what. On the other hand, they ignore all damage
  under 4 points. They’re either up or down. This
  allows the GM to keep track only of the number of
  currently active horde members, instead of monitor-
  ing individual hit points for each.
  Special Attack Rules:
  Members of a faceless horde
  only hit on a natural 19 or 20. Even so, their victims
  may avoid damage by making an Armor check — that
  is, a roll modified by their total bonus to their Armor
  Class — against a DC of 25. Characters may not be
  eligible for this save when helpless, or if they just
  stand there and allow the hordes to attack them,
  without fighting back. Attacking a non-horde enemy
  does not disqualify them from making these saves. 
  Lucky Sho t: Whenever a horde member rolls the
  maximum possible result on a damage die (for exam-
  ple, a result of 6 when rolling a d6), he gets to roll the
  die again and add the new result to the original total.
  If the extra die roll is also a lucky shot, he adds it to
  his total and rolls again, and so on.
  Feat Vulnerability : Characters with certain combat
  feats gain extra benefits against faceless hordes. 
  • Deflect Arrows: Your DC for deflecting arrows
  fired from a faceless horde is reduced to 15.
  You can use this after trying the standard
  Armor check that all characters get against a
  faceless horde.
  •
  D o d ge: You can designate an entire horde as
  the opponent yo u ’re Dodging, gaining a +2
  bonus to your Armor checks when hit by any
  of th e m .
  •
  Cleave: Against faceless hordes, you can act as
  if you also have the Great Cleave feat, even
  when you don’t.
  •
  Great Cleave: When you fell one opponent in a
  faceless horde, you may get to move on to
  another, even when he is not in the immediate
  vicinity. Make a Reflex check against a DC of
  20; if you succeed, you can move on to any
  enemy within 15 feet of you. Once you’ve start-
  ed to bounce from location to location, you
  must make a successful Reflex check (DC 20)
  for each for each new horde member you wish
  to engage.
  •
  Power Attack: Against faceless hordes, you can
  act as if you also have the Cleave feat, even
  when you don’t.
  •
  Whirlwind Attack: You gain an additional 25 XP
  for each faceless horde member you fell with
  this feat.
  Extra Attack Vulnerability : When attacking only
  members of a faceless horde, ignore the general
  rules for extra attacks. Instead, you get one extra
  attack for every 4 points of Attack bonus, and all
  attacks are made at your standard Attack bonus.
  Ragnulf’s Attack bonus is +9. 4 goes into 9 twice.
  Ragnulf gets 2 attacks versus the faceless horde,
  both at +9.
  
  The following optional rules and style notes
  allow you to simulate the inventive stunts of
  Hong Kong martial arts and fantasy movies. We
  recommend that you use them in Burning Shaolin.
  STUNTS
  Characters gain additional XP when their players
  describe the method of their attacks in an enter-
  taining way. For example:
  “I leap up into the air, slicing at his neck as I jump
  over him.”
  “I kick a cloud of dust into the air, then slash at
  his exposed neck as he sta g gers back to clear
  his eye s .”
  The XP bonus equals the character’s level x 10.
  The bonus applies only if the stunt description is
  being used for the first time in the current fight.
  This includes uses by other players, or even by
  you, the GM. 
  The GM is also encouraged to describe th e
  actions of PC opponents in this way. (Each fi g h t
  scene in this adve n t u re provides exa mples of
  things that might happen during the fight.) The
  idea here is to inspire your playe rs to do th e
  same, by demonstrating how it’s done. Try not to
  hog all of the good or obvious stunt ideas yo u r-
  self, though. 
  PLAYER-CREATED PROPS
  Players are not only allowed but encouraged to
  invent minor features of the set where the fight
  scene occurs. 
  “The floor is tiled, so I use my toe to dislodge a
  tile, and then kick it towards Kan Kuei’s nasty,
  scaly head.”
  “There’s a big coil of heavy-duty rope in the back
  of the shop. I whirl it around to deflect the incom -
  ing arrows.”
  The GM is allowed to declare that certain pro p s
  a re not present, and should use this discret i o n
  when the player is being utte rly unre a s o n a b l e .
  You should rule out Uzi sub-machineguns and
  rods of smiting, but not the sorts of props yo u ’ve
  seen used in movies like D ru n ken Master o r
  Fong Sai Yu k. 
  EXTRA MOBILIT Y
  As if suspended on wires, wuxia characters jump,
  leap and tumble across the scene of a fight,
  remaining always in motion. Standing in one place
  and waving a sword is only for characters without
  b e n e fit of Hong Kong fight chore o gr a p h e rs .
  During combat only, any character’s maximum
  distance for forward or upward leaps is doubled.
  In wuxia fights, you can make a full attack and still
  take a full move. This rule does not make the light
  crossbow any faster to use.
  GRAVITY, SCHMAVIT Y
  In a wuxia fight, almost any structure is capable of
  supporting your weight, if you run along it fast
  enough. Characters can run or leap from treetop
  to treetop, for example. Any entertaining move
  should never be ruled out by the requirements of
  mere physics.
  IMPROVISED WEAPONS
  Characters rarely finish a fight armed with the
  same weapons they started out with. But, curious-
  ly, the found weapons prove at least as effective as
  the ones they replace.
  Any failed hit that comes within 2 points of the tar-
  get’s armor class disarms him (assuming he uses
  a weapon at all; creatures with natural weaponry
  are exempt from this rule). When you’re disarmed,
  your weapon travels 20 – 80 feet (2d4 x 10) in a
  random direction. 
  This is more of a cosmetic disadvantage than any-
  thing else. Any found or improvised weapon does
  the same damage as the weapon you lost. This is
  true whether the new, improvised weapon is a
  length of rope, a branch, or even a large fish.
  However, during a round in which you regain your
  original lost weapon (or that of another character),
  you gain a +2 attack and damage bonus with it. 
  If you lost a magical weapon, and fight a creature
  only hit by such weapons, your improvised item
  still works against it. Logic? Why, I oughtta … !
  
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  C o n tent due to sta t u te, judicial order, or gove rn-
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  15 COPYRIGHT NOT I C E
  Open Game License v 1.0a Copy right 2000,
  Wizards of the Coast, Inc.
  System Rules Document Copyright 2000,
  Wizards of the Coast, Inc.; Au th o rs Jonath a n
  Twe et, Monte Cook, Skip Williams, based on
  o riginal mate rial by E. Gary Gygax and Dave
  A rn e s o n .
  B u rning Shaolin open game content Copy ri g h t
  2 0 01, Trident, Inc., d/b/a Atlas Games; Au th o r
  Robin D. Laws .
  OPEN GAME LICENSE VERSION 1.0A
  “D20 System” and the “D20 System” logo are Trademarks owned
  by Wizards of theCoast and are used according to the terms of
  the D20 System License version 1.0.  A copy of this license can be
  found at www.wizards.com. Dungeons &Dragons® and Wizards
  of the Coast® are Registered Trademarks of Wizards of theCoast,
  and are used with permission.
  This book is published under the Open Game License. All Open
  Game Content is written in red ink.
  C o riolis is the trademark of Trident, Inc., d/b/a Atlas Games, for its
  line of dual-system ro l e p l aying game supplements. Atlas Games
  and “Charting New Realms of Imagination” are trademarks of John
  Ne p h ew, used under license. The Atlas Games logo is a trademark
  of John Ne p h ew and Trident, Inc., d/b/a Atlas Games.
  Feng Shui is © 1996, 1999 Robin D. laws, published under license
  by Trident Inc., d/b/a/ Atlas Games. Feng Shui is a trademark of
  Robin D. Laws and is used under license. All rights reserved. Feng
  Shui’s game characteristics derive from the roleplaying game
  Nexus: The Infi n i te City
  by Jose Garcia, © Daedalus
  Entertainment, Inc., and are used with permission.
  C o py right © 2001 Trident, Inc., d/b/a Atlas Games. Re p ro d u c t i o n
  of non-Open Game Content from this wo rk by any means with o u t
  w ri t ten permission from the publisher, exc e pt for short exc e rpts fo r
  the purposes of rev i ews, is ex p ressly pro h i b i te d .
  This is a work of fiction. Any resemblance to actual events or per-
  sons, living or dead, is purely coincidental.  
  AUTHOR: Robin D. Laws
  EDITOR: Michelle A. Brown Nephew
  PUBLISHER: John Nephew
  ART DIRECTION & GRAPHIC DESIGN: Scott Reeves
  ILLUSTRATION: Mike Dutton
  PLAYTESTERS: Jimi Braun, Michelle Braun, Troy Duffy,
  Paul Jackson, Mark Kay, Joel LeBlanc, Robin Lim, Jeremy
  Schrage, Teresa Seenna, Marc Sherman, James "SPARKY"
  Sparling, Shannon Sparling
  Robin D. Laws is the designer of Feng Shui and va rious oth e r
  games, including the re c e n t l y- released Rune ( Atlas) and D y i n g
  E a rth ( Pe l grane Press).  Check out his fiction: The Rough and th e
  S m o oth, from Atlas, and the upcoming P romise of Thunder, a
  G l o r a n tha novel from Issaries, Inc. Robin lives in the city of
  To ro n to, where he is currently obsessed with his new DVD playe r. 
  PO Box 131233
  Roseville, MN 55113
  info@atlas-games.com
  www.atlas-games.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Oriental adventures/Feng Shui - Burning Shaolin.pdf