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House Rules

Describing the Action

It's important to remember that the PCs are basically way badass and totally sweet at everything they do. Even when a player fails a roll, their PCs still look cool. Here's how to operationalize that; there are four possibilities for high/low skill and success/failure.

Mostly, the PCs' actions will be described using the first two, and mooks' actions will be described using the last two. Named antagonists should generally treat the PCs with respect; both the PCs' and the NPCs' actions should lie in the high skill range.

Noncombat Resolution


These are provisional. I'm going to try them out, and see what happens.

So, what happens when a PC tries to use the Intimidate or Leadership skill, or Intrusion or Info(Science)? The Feng Shui rulebook basically just says to set a difficulty. Some firmer guidelines follow. In general, an opposed roll has the antagonists' relevant skill or stat as the difficulty. The margin of success or failure determines what happens.

+12 or higher Total Success
+8 to +11 Major Success
+4 to +7 Minor Success
+0 to +3 Marginal Success
-1 to -4 Marginal Failure
-5 to -8 Minor Failure
-9 to -12 Major Failure
-13 or worse Total Failure

These increments go in +4 increments, so that on average spending a Fortune Die will bump a PC up a level.

Contacts and Investigation

The general plan here is to NEVER block the players when they try to tap contacts or do investigation. Every time they pick up the dice to do some investigation or to try and trawl their contacts, they are 100% sure to learn something useful and germane. The die rolls are there to determine side-effects, like how long the investigation takes, or whether the bad guys get wind of the PCs nosing around. The seriousness of this is based on the general table above.

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Last edited 6 June 2005 11:07 am by Neel (diff)