| Andy Brown |
So, I'm thinking Driver (maybe getaway driver, or transporter who's had to make a recent change of scenery due to a bit too much interest from the law), Everyday Hero (insurance may not be that interesting, but it pays for hobbies, and hitting the gym keeps me fit), or Drifter (what? these? The knife's for camping, and the gun's for self defence)
| GM LanguageJunkie |
Awesome! Looks good, so we've got our Martial Artist and our Big Bruiser ready. Me'mori and thejeff, sounds good. Sounds like everyone's got the book or at least the Archetype pdf, so I'll let you two put your character sheets together.
While your doing that, lets discuss, does anyone feel anything in their default character sheet that doesn't fit your concept? I've already approved a change for Li Wei, and am willing to do more if needed.
In addition, sounds like everyone is at least familiar with the rules for Feng Shui 1. I don't know 1st edition, but from what I can tell, a lot of the general rules are the same. It sounds like the largest changes were in the characters and stats. Rolling (I believe) is much the same, but I'll go over it below just so we're all on the same page.
Whenever you need to make a check, you will roll 2d6, with one positive and one negative. For PBP purposes we will always use the first d6 as positive and the second as negative. Add this result to the appropriate stat or skill (if it's obvious why it's appropriate, no need to say anything, but if it's a creative use of the skill, let me know how it fits when you roll), I will try to generally give DC's beforehand so that you can do appropriate descriptions, because that's a large part of this game.
Unless I tell you it's a closed check, reroll any 6's you get and add or subtract them to the total as appropriate. Double 6's (called boxcars) always ends in an extreme result. Reroll both dice as normal, ignoring any further boxcar results. Successes become way awesome and failures become way awful.
Examples:
For all Examples, I want my character, Jason Bourne, to beat on a mook. His defense is known at 8, and my martial arts is 13
Scenario 1:Martial Arts: 1d6 - 1d6 + 13 ⇒ (2) - (5) + 13 = 10 Success!
Jason grabs at the man's arms and twists spinning him through the air to land on the table.
Martial Arts (Pretend that 6 was rolled naturally): 1d6 - 6 + 13 - 1d6 ⇒ (1) - 6 + 13 - (5) = 3 Failure
Jason grabs at the man's arms, but he pulls back and Jason grabs air.
Martial Arts(Again, just pretend): 6 - 6 + 13 = 13
Martial Arts (reroll for boxcars): 1d6 - 1d6 + 13 ⇒ (2) - (5) + 13 = 10 Way-awesome Success!
Jason grabs at the man's arms and twists, spinning him into the other five thugs and they all go down in a heap.
This game is about doing awesome things, so you all have creative license in your descriptions. This is why I will try to give you the DC's beforehand. When you succeed with boxcars, or with an extremely high roll (20+) describe awesome effects that happen. The scene above was simple, and honestly a little on the low-end of a way awesome success, but just a good example to show some differences. If you succeed by 4 or more, you can add a simple stunt like grab the priceless vase that he's trying to carry away as you kick him over the banister.
Lastly--at least for now, I'm sure there'll be more as we go--If it has not been specified and it's at least somewhat reasonable, you're free to specify. You're fighting in a store and you want to grab a knife? If I've not specified beforehand, turns out you were in the sporting goods aisle and there's one right there. But maybe somebody else has specified you're in the toy aisle, well there could easily be a box cutter there.
Edit: I forgot to mention (already) that in the end though, unless there's a story reason for you to possibly fail, I'm not going to have you roll on general skill stuff. You just succeed.
| thejeff |
Does combat damage work the same way?
Take the successful result of the attack roll, add damage, subtract toughness?
If the default Killer was shooting another default Killer:
15 Guns - 14 Defense: 15 + 1d6 - 1d6 - 14 - 6 + 10 ⇒ 15 + (4) - (1) - 14 - 6 + 10 = 8
Since he hit by 4, I just subtract the toughness(6) & add weapon damage(Beretta is 10, I think)
Wonder if there's a more elegant way to do that in line.
Except for mooks, who you just have to succeed (by 2, IIRC?)
| GM LanguageJunkie |
Damage works the same, but for mooks you hit and their down. No need to succeed by 2, any success drops a mook. You can however attack multiple mooks at a time, and then you get a penalty to your attack for each mook you attack. (-2 for 2 mooks, -3 for 3, etc.)
As for rolling the damage, for the most part you won't have to worry about that. I'll be tracking damage to enemies and I'll let you know how much damage you take. Rolling for success will be enough.
| thejeff |
Damage works the same, but for mooks you hit and their down. No need to succeed by 2, any success drops a mook. You can however attack multiple mooks at a time, and then you get a penalty to your attack for each mook you attack. (-2 for 2 mooks, -3 for 3, etc.)
As for rolling the damage, for the most part you won't have to worry about that. I'll be tracking damage to enemies and I'll let you know how much damage you take. Rolling for success will be enough.
Cool. That makes sense for a PbP.
I'm particularly fond of that one roll for hit & damage mechanic. Elegant.
| Jasmin "Jazz" Chase |
After some thought, it's got to be Zoie Palmer (she's going to have to break out the red hair dye)
Also: Jazz's character sheet (I'm going to have to rework it to get all the info on fully at some point)
| Li Wei |
| *Bruno |
I kinda know that feeling: I missed the Kickstarter for Feng Shui 2 by a couple of days, so had to wait for the PDF to become available.
| GM LanguageJunkie |
Understood. To be clear, Transformation I is in effect, so they look like themselves, with raised silver tattoos? scars? around their ankles, wrists, and neck, when/if visible.
Sorry I didn't get to reply to this earlier. I did get that form your post, I just had the kids reacting to the line where you said the tattoos were almost hidden. I figured kids would react to that, but adults ignore.
| GM LanguageJunkie |
Just to be clear here - we're all starting in the main area, the action is all in the pool area with baddies clambering through the hole from the street to the pool, right?
So to get to them, we need to move to the pool room (1 shot) then 3 more to get over the rubble if we want to get outside.Also, I don't have the books and I'm not sure how the stats on my guns work - they're listed as something like 10/2/3, but I don't know what the numbers mean.
Yes, that's correct.
As for guns, the numbers are Damage/Concealment/reload.
Concealment gives a number to how difficult it is to hide your weapon. Lower numbers are easier. Reload is a shorthand for the capacity of your weapon, but because it's an action movie it plays looser with it.
Next sequence, after you shoot your gun again, I will call for a reload roll. You will roll a d6. If it beats a 3, you still have enough bullets to continue firing next shot. If it's equal to or below a 3, then the next shot, you find yourself out of bullets and need to do one of four things.
• Reload your current weapon. This costs you a
number of shots depending on the firearm type,
as seen in the accompanying table. For your current firearm, 1 shot; the revolver takes 5 shots, and the rifle and submachine guns take 3.
• Drop and draw. Let your current weapon fall to
the ground, and draw a new firearm already on
your person. Shot cost: 2
• Switch weapons. Replace your current weapon
and draw another already on your person. Shot
cost: 3
• Drop your weapon. Take this option if you
intend to do something other than fire a gun as
your subsequent action. Shot cost: 1
| *Bruno |
I'm close to the breach, since I just shoved the car back out it, so I would be relatively close.