MookMasher
An Improved Shot Clock for Feng Shui
v 1.0

Documentation File last updated Oct 11, 2000.

MookMasher is intended for Windows CE 3.0 only, including Pocket PCs. It should run on a Handheld PC 2000, but has not been tested on that platform.

[What's New This Version |Installation Instructions |Basic Instructions |Version History ]

This version (1.0) is FREEWARE. It only took me a dozen or so hours to write, and I wanted it for my own use. I consider this version "finished", although I may expand the records kept of each character to make it a replacement for "written" NPC stats instead of a supplement to them.

As always, if you have any suggestions, please send them to me at weregamer@amurgsval.org.

What's New in This Version

Well, this is the initial released version. There were a couple of generations of refinement on what the program would and would not do, but they are irrelevant here.

Installation Instructions

No fancy installer is provided, but there isn't much to this software either.

The only thing you really need to know is the processor type of your machine. You can find this out definitively by going to Settings|System|About.

The ZIP file contains four folders. The "Docs" folder contains a copy of this file and its accompanying screenshots. The other three directories are named for each of the three processor families used in Pocket PCs: MIPSRel for MIPS processors, ARMRel for StrongARM processors, and SH3Rel for SH3 (and SH4) processors. In each of those directories is the executable for that type of processor.

  1. Copy the executable for your processor type to your choice of locations on your Pocket PC. The normal location would be \Windows\Start Menu\Programs.
Yup, that's it. One step.

Basic Instructions

MookMasher is a GM's assistant for running combats in the Feng Shui roleplaying game system. (It has nothing to do with the ancient oriental art of geomancy.) Although with attentive players and relatively-small combats, the FS game system is easy enough to manage with just a scrap of paper and a D20 for a shot clock, tracking the "bowled" status of mooks (if you use the "Mook Bowling" variant rule) and the wound points of named NPCs, and calculating modified CON scores for Shuffling Off the Mortal Coil checks can be annoying. Also, in real world games there are often distractions (like a telephone) which can make players forget what shot they act on next.

MookMasher follows the normal Windows SDI paradigm for interfaces, rather than the Pocket PC list-view paradigm. In part, this is because MookMasher is intended to be equally useful on HPC2K machines and on Windows desktops (when I port it there). Equally, it's because the Pocket PC list-view idea clobbers any organization into folders that you may do on your documents. (Of course, if you really have more than a few combats ready to run on your machine at a time you must be a very busy GM.)

Main Display

Screenshot: MookMasher
The main display consists of a list of all the combatants sorted by "alive"ness, next shot number, and speed. All the characters acting on the current shot have a green background, because they will behave differently when tapped. The Display is subtly different for mooks than for named characters, because of the alternate mechanics for tracking their status. PCs are handled differently, but display the same as a named NPC. (You do know your PC's names, don't you?)

A named character shows their current and threshold ("maximum") wound points totals, while a mook shows nothing except possibly its "bowled" status. Characters who won't act again this round are italicized, and those who are KOed, shuffling, or dead (which for combat mechanics purposes are identical) are also struck out.

Setting Up a Battle

Menu commands are provided for the usual file operations (new, open, save, etc.). There are also commands to add characters of all three types to the current battle. Mooks can be added en masse, with a base name which will have a number appended. (Name duplications will be checked, so if you add several groups of mooks and leave the default base name at "Mook" you will get properly numbered mooks.) Named NPCs and PCs are added one at a time.

Note that the only difference between a PC and a named NPC is that every die roll for the former is expected to be performed by a player (outside the program) while those for the latter are handled automatically. So if you have a PC whose player is MIA, or otherwise have a PC whose rolls you want to automate, enter them as a named NPC.

Running a Battle

Once the battle composition is set up, everything should be doable with screen taps and tap-and-holds. The default action for a single tap on any combatant should be the right thing in 90% of cases; you should only have to resort to a context menu when doing something unusual. (Otherwise, MookMasher wouldn't be much of an alternative to using paper.)

The commandbar button with the die on it (or the equivalent menu command) will roll initiative for all the characters. (For PCs, the program will prompt for their rolls on the assumption that players always want to roll their own dice.) This is allowed even when some characters have shots left, on the assumption that you know what you are doing. When this command is issued, a desk bell sound ("ding ding") will be played as audible feedback.

When a character's shot is up (they have a green background), a single tap means they are performing a normal 3-shot action; in particular, for NPCs the dice are rolled and their Action Result is computed for you (unless they are a mook and are bowled, in which case they "unbowl" automatically). For PCs, you just get a dialog asking if they are in fact performing a 3-shot action. (Which means you don't have to care if the next person up is a PC or not, if you are tapping along the different dialog will prompt you to ask them what they are doing.)

When a character's shot is not up, a single tap means they are performing an defensive action (e.g. an active dodge) and their next shot is decreased by one.

In either case, you can do anything with any character at any time by tap-and-holding on them. The context menu should be self-explanatory for the most part. The least obvious thing is that if you choose "Kill" on a "dead" character, they will be returned to "life" with no shots left this round.

Version History

Version 1.0
Initial release.