Roleplaying Conversion

These rules create abridge between the roleplaying and boardgaming aspects of the campaign.

Difficulty Numbers

In Crimson Skies there are not attributes; all rolls are skill rolls. Hence, attribute rolls from Feng Shui translate differently from skill rolls.

Crimson Skies to Feng Shui

Type of roll   Feng Shui difficulty
Skill Roll CS target number +3
Target number modifier +11
Attribute Roll CS difficulty -3
Target number modifier +5

Feng Shui to Crimson Skies

Type of roll Crimson Skies Target Number
Skill Roll FS difficulty -3
Attribute Roll FS difficulty +3

Crimson Skies Boardgame Values

The characters values in Crimson Skies boardgame are calculated from their T3 values as follows.

  1. Natural Touch is your Drive -8
  2. Sixth Sense is your Perception -2
  3. Dead Eye is your T3 Gunnery -8
  4. Steady Hand is either your Fix-It -8, or determined from Gun Schticks, whichever is greater
  5. Constitution is your T3 Constitution -2
  6. Quick Draw is your T3 Speed -2

Steady Hand from Gun Schticks
Gun Schticks - - 1 2 3 4 6 7 9 11
Steady Hand 1 2 3 4 5 6 7 8 9 10

Fortune in the Boardgame

Fortune points can be used in the boardgame for rerolls. A single reroll can be made on each roll by each character that is directly involved. You can reroll combat rolls where you shoot or is the target, and you can reroll your own maneuver rolls.

Pilot Damage in the Boardgame

Damage to pilots is measured in Crimson Skies damage points. This is the kind of damage inflicted to the pilot in Crimson skies.

A pilot that has taken damage, but not in excess of his Crimson Skies Constitution lands in T3 with Wound Points equal to five times the damage taken. No Death Test is required.

A pilot that takes damage matching his Crimson Skies Constitution value is assumed to have failed a Death Test in T3, failing by five plus twice the excess damage taken.


Copyright © 1998 and onwards, Carl Cramér. Last update Sun, Oct 29, 2000.