These are tentative house-rules I need to try out, in hope they speed up combat a bit and put more emphasis on rolling to do things rather than rolling Firearms until someone falls over.
Maybe they'll even work?
(They probably won't.)
These are tentative house-rules I need to try out, in hope they speed up combat a bit and put more emphasis on rolling to do things rather than rolling Firearms until someone falls over.
Maybe they'll even work?
(They probably won't.)
For my 1940s "Monster Squad" scenarios I've decided to add a little extra flair. Players may pick any two from the following lists to give to their PCs (that is, two feats, two special trainings, or one feat and one special training).
In most cases, feats offer unique bonuses in combat or special effects outside of it. Special trainings are typically - though not always - tied to a skill or statistic.
Learning a new feat or special training is a Home Scene; doing so reduces one Bond by 1D4.
CLOSE-COMBAT FEATS
SUCKER-PUNCH: Rename your Unarmed to something more auspicious (e.g. Karate, Commando training, Wrestling savante). On a successful Unarmed attack roll you don't need to roll for damage; instead you may choose how much it inflicts, up to the maximum allowed (e.g. if your Unarmed deals 1D4 damage, a successful roll can inflict 1, 2, 3 or 4 damage). On a Critical success you can inflict up to double that amount.
ARMOR-BUSTER: On a Critical Unarmed or Melee roll you can choose to
"tear apart" physical armor, removing the equivalent of your maximum damage (e.g. you critically
succeed at Unarmed for 1D4 damage; you choose to rip apart 4-points of the opponent's 5-points of
armor, leaving it with only 1-point). Things this feat can be used upon are up to the Handler, but might include: armor provided by cars, deep ones' scales, bulletproof glass, etc. It is unlikely to work on buildings, Huge creatures or vehicles like tanks.
FIGHTING TO LIVE: You are skilled in the art of Melee weapons. After a successful Melee attack roll you don't need to roll for damage; instead you may choose how much it inflicts, up to the maximum allowed (e.g. if your weapon deals 1D6 damage, a successful roll can inflict 1, 2, 3, 4, 5 or 6 damage). On a Critical success you can inflict up to double that amount.
KNIFEY-SPOONY: Pick a single melee weapon as your signature weapon. You gain a +20% to your Melee Weapon roll when using it in combat. If you permanently lose this weapon for whatever reason, you must choose a new signature weapon for your next Opera.
JAILHOUSE SHEATH: You can secrete one small knife (1D4, AP3) or sap (1D6) about your person which is unable to found during a visual or pat-down search. This concealment will not withstand X-rays, a metal detector, or full cavity search. It takes one round to ready the weapon for combat.
There’s probably not much to be added to the story of The Wicker Man but let's take a trip back in time, to the original source – a little novella called Ritual, written by stage-actor David Pinner and published in 1967.