Saturday, 5 September 2015

Feng Shui 2- House Ruling

House Rules

Simple Action Descriptions

If you are in the middle of fight and don’t have the list of action costs in front of you and really don’t feel like looking it up, just remember this 0, 1, 3, 6, and 9 for your shot costs.

·       0 shot, is something that is practically instantaneous or would not mess with the flow of action scene too much (in d20 terms a free action).
·       1 shot, is something really quick (in d20 terms a swift action).
·       3 shots, is your typical action, from attacking, moving, etc. (in d20 terms a standard action)
·       6 shots, is pretty long, requiring some fumbling around, especially under fire or for dramatic purposes.  (in d20 terms a full round action)
·       9 shots, is really long, requiring a bit preparation (in d20 terms a 1 round action or more).

Simple Reloading

·       Reload Check: During their first action of the 2nd sequence in a fight a character makes a Reload check (single 1d6), the target difficult is based on the last gun they had used during 1st sequence.  
·       Fail:  They must reload the gun, which will take 6 shots (pretty long).   They may change up to new attack style instead (see below).   
·       Success:  You may keep on shooting and dramatically describe putting in a new clip or shots if you wish. 
·       Fortune:  Spend 1 fortune (of any type) to negate the need to reload your gun.
 

Simple Malfunction

·       If your swerve roll is a negative (-) result and your Action Value does not hit your target, the gun malfunctions.
·       If you roll boxcars, and don’t get an AV high enough to hit your target the gun malfunction.
·       Malfunctions work exactly like reloading, except instead at the start of a sequence, it happens immediately, interrupting your current action. 

Weapon Switch Up

·       Switching from weapon to unarmed attacks costs 0 shots, since you can attack with the gun itself, kicks, body checks, head butts and the like.  You do not have to drop the gun.
·       Switching between weapons or drawing a new one costs 3 shots, this includes switching from guns to other equipment.
·       Dropping a weapon costs 0 shots, but requires 3 actions to pick one up.
·       Spend 1 fortune to switch between weapons or pick up a weapon at 0 shot cost.
 

Easy Damage

For the most part use the damage chart provided in the book to gauge what is going to cause the most damage.  If you like some alternatives here you go.

·       Add a swerve roll to any of the pre-generated damages for some randomness. Negative damage is not allowed, though a total result of zero (0) is after calculating for the victim’s defense roll (if any), and toughness is allowed.   
·       Random everything!  Though not realistic, an easy way to do damage is simply roll 3d6 (exploding die on rolls of 6) for damage on everything not clearly defined in the story or being caused by foes.  Note this is not a swerve roll, but three positive (+) dice.  

Example for point 1:  You (toughness 15) jump through a plate glass window to get away from the ticking bomb under your table at the restaurant, in a dramatic, yet non-combat scene. So the GM gets you to roll swerve + 15 damage from the window, you roll a -4 for a result of 11.  You land your feet, not a spec of glass on you, just as the fireball erupts behind you in the restaurant.  Being nice the GM deems jumping through the window was the right decision and doesn’t apply the explosive damage to you at all, because jumping through a window in movie pretty much guarantees cover from an explosion, right?  

Example for point 2:  You throw yourself off a third story building for whatever reason, just for fun?  The GM feeling lazy gets you to roll 3d6.  Sadly you roll a 1, 6 and 6, so roll an additional two dice for 2 and 4, your total damage from the fall is 19, which pretty much exactly the same as the normal chart, but a bit more dramatic.  Good thing you are tough.  

Example for point 2:  In another instance, a random chair hits you from behind as it is being thrown during a bar fight.  Since this being done by a background extra that the GM has no desire to stat, the GM rolls 3d6, getting a total result of 25 damage after some exploding dice rolls!  You can still defend and apply your toughness, but that’s still lots of damage from a chair.  The GM describes random shards wood from the splintering chair imbedding deep in to the soft parts of your neck and shoulder, gushing blood all over the bar and your drink.  You might want to grab a napkin for that sliced open carotid artery before getting up to enter the fray.  

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