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the Heritage Central
Welcome to the mind-boggling, breath-taking,
gravity-defying world of Hong Kong action movies. The player characters
are actors that feature in the films made by a Hong Kong film studio.
If
you DO NOT want to play a Hong Kong movie actor, but if you like to play
a "real" heroic, cinematic person who really lives in a world that is like
in the movies, then please read the Gravity Is Not 4 Me! Real-World
Rules.
If you WANT TO play an actor
in HK action movies, please read now the
Anything you want to tell me? email BulletShower@landshut.org!
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Welcome
To The Movie Rules.
The Gravity Is Not 4 Me! rules are slightly
more voluminous than those of other foils. The reason for this is that
in this foil, you can choose to play characters in a Hong Kong style action
movie or an Anime movie (Japanese-style animated film).
Whenever there's a difference in the rules
between the regular HK action movie and the Anime, you'll find this icon:
This is the icon that says "The following
rules are only valid for Anime movies."
1) Creating your character
Creating a Gravity Is Not 4 Me! character
is slightly different. First, you don't play a character, you play an actor.
This actor is created just like any other Heritage character. During his
carreer, the actor will play lots of different roles in lots of different
films. To know where your actor's likes and dislikes are, is very important:
is she the brainy type? Or is she inclined towards physical action? Or
does she like to play the magical, sorcerous characters? Take a look at
Jackie Chan, most of his films are action comedies - he does not really
play people who are strong in the mental department.
!Redesigned
Rules! Acting priorities:
Every actor has strengths and weaknesses when it comes to acting out certain
aspects of human life. In GIN4M, there are three such aspects: the physical,
the mental, social and magical aspect. Your task as a player
is now to assign percentages to each of the three aspects. The higher such
a percentage is, the better is your actor at acting this aspect.
Each role he takes will have so-called
specialties. These are skills the role can have - if the actor chooses
to play them (before the movie begins). Depending on his acting priorities,
your actor will be able to choose a certain number of the specialties for
his role.
An example:
Bin Sui Tong has assigned 50% to Physical,
30% to Mental, 10% to Social, and 10% to Magical. He plays the role of
the Grumpy Old Librarian.
The Librarian's Specialties are:
Physical: Driving Vehicles, Riding Beasts
Mental: Magical Theory, Acupuncture, Languages,
Medicine
Social: Oration
Magical: Harmless Spells ("Petty Magic")
This is a total of 8 specialties. Bin
Sui Tong is allowed to choose 50% of these specialties (=4, rounded up)
for his Physical acting priority. There are only 3 physical specialties,
so he takes them all. 30% of all specialties Bin Sui Tong can play belong
to the Mental aspect. That means, he can choose only 2 of them. 10% of
Bin's acting priorities go into playing social skills, so he is allowed
to choose one Social specialty. In this case, there is only one Social
specialty, so he gets it. Same goes for Magical Specialties.
.
.
Very important: how cool is your actor?
The cooler he is, the more damage and injuries his role will be able to
take. Classical example: take Chow Jun Fat and Woodie Allen. Now, who's
cooler? Now, who's able to take a couple of rounds to the chest?
In the Anime
version of Gravity Is Not 4 Me!, you'll play an animated (comic) character.
In Gravity is Not 4 Me! lingo, we'll call such a character "drawing board
hero". A drawing board hero is created just like every other character.
During his carreer, he will take lots of different roles in lots of different
films. To know what likes and dislikes the penciller and author wants your
drawing board hero to have, is very important: is she the brainy type?
Or is she inclined towards physical action? Or is she the magical, sorcerous
character?
Take a look at
Masamune Shirow's Ghost In The Shell: most characters of his films are
action movies - most drawing board heroes are toting guns pretty well.
The way the penciller
and the author see their character, defines his talents in certain areas
(physical, mental, social, magical, etc.). These areas are the drawing
board hero's specialties, making him better at these actions. Give a descending
listing of your drawing board hero's priorities: top priority first, least
wanted priority last.
Very important:
how cool is your character? The cooler he is, the more damage and injuries
his role will be able to take.
1a) A specialty: Chinese Names
Chinese names consist of three parts:
The surname, the generational name, and the given name. For instance, Chan
Chung Yung. Chan is the surname (in America, he'd be called "Mr Chan"),
his generational name is Chung (had he brothers or sisters, they would
have the same generational name), and Yung is his first name. Many Hong
Kong Chinese choose to have an European name, consisting of two parts:
they keep their surname and choose an European first name. Bruce Lee's
chinese name, for example, was: Lee Jun Fan.
2) Plot Points are an actor's measure
of influence over the studio and the film producer. The more Plot Points
an actor has, the more powerful he is, the more script re-writes he can
push through ("What? I'm falling from this helicopter? No way! I can imagine
something like this: ...").
Major script re-writes (like saving a
character from death) cost 5 Plot Points.
Plot Points spent for script-rewrites
are permanently lost. No director likes divas telling him how to
shoot an action flick ...
Plot Points are
the penciller's/author's measure of influence over the animation studio
and the producers. The more Plot Points the penciller/author has for the
drawing board hero, the more script-rewrites he can push through.
!Redesigned
Rules! 3) Magic
Gravity is a roleplaying game of action
and actors. Therefor, you should have expected a flashy kind of magic.
You are right. Here come the rules for kung fu spell tossing.
3.0 Spells can only be cast when the film allows it. When you're playing a die-hard street cop, magic is most probably not allowed in the movie. The director (aka, GM) will know more.
3.1 If your actor has a Magical Specialty (ie, the character he plays in the movie is magicall gifted), choose from the following "Magical Schticks" list. A Magical Schtick is a certain category of spells. Ask the GM and your fellow players how many Schticks are appropriate for your character. Sometimes, the role description will determine this number.
3.3 Magical Artifacts
There are objects that can store Magical
Spells. These objects are usually very rare, and require at least one movie
to be discovered. The GM will tell you how many spells the Artifact can
store. If such an Artifact is damaged, there is a small chance that it
will explode when it is used. The explosion radius is 3 meters. The damage
an Artifact does when exploding depends on how many Spells it contains:
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3.4 Examples of spells (Magical Schtick
in brackets)
"Flight Of The Happy Dragon"
(Movement): the caster is able to fly at about 100 kilometers per hour.
The spell lasts for one scene. For the spell to take effect, the caster
must shout "Fei Lung!". Light Drain.
"Rotting Hand" (Fertility): upon touching the opponent, the caster causes the opponent's body to rot. This does damage like an exploding car. Medium Drain.
Gambler's Lucky Day (Divination):
while playing cards, the gambler can stare at his opponents' hands and
actually see what cards they have!! This spell is quite obvious and should
not be tried when playing against experienced opponents. Light Drain.
3a) Wire Fu
Wire Fu is a special kind of movie magic.
Wire Fu are all those truly unrealistic fighting techniques ("1000-Eagles-Claw",
"Spinning Death Scorpion Sting", "Flying WIndmill Kick", or people leaping
50 feet through the air) that are so typical for Hong Kong martial arts
movies. The actors can perform Wire Fu stunts whenever they feel like it.
Wire Fu moves can, similiar to spells, be either made up on the fly, or
be designed before the movie actually starts.
3a.1 Determine how much damage the
Wire Fu move will do
Let's face it: most injuries in HK action
flicks will be scratches and bruises, regardless of the weapon used. If
you want to enhance your character's damaging capability for a blow, tell
the GM. Please note that one or two successful hits will usually kill an
unimportant non-player character (aka, "mook"). If you want your actor
to use a Wire-Fu technique that does more damage than his average attack,
you can increase the damage.
3a.2 Determine what kind of damage
the Wire Fu move will do
3a.3 Determine the Special Effects
of the Wire Fu move
How many targets are hit by the move?
Is it ranged? Is it especially difficult to dodge or block? Is it a purely
defensive maneuver? Can it absorb damage?
3a.4 Determine the limitations of
the Wire Fu move
Maybe the attacker must make an invocation
before using the move, or he must hit with a certain martial arts maneuver
before performing the Wire Fu move, or perhaps the move is very slow and
complicated?
3a.5 The Director (Game Master) determines
if and how many Plot Points the Wire Fu move costs.
The more complex and spectacular the move
is, the more it costs. If in doubt, aks your group what they think.
3a.6 Examples of Wire Fu moves:
"Strike Of The Thousand Iron Palms"
(2 Plot Points): this special shaolin technique is a multiple, one-handed
palm strike to the face. It is so fast that your vision is blurring when
you're watching it. The Strike Of The Thousand Iron Palms causes pretty
much damage, and it causes concussions as if the target had fallen off
a cliff (Fall damage). It is very difficult to block, and the attacker
must shout his master's name before using the Strike. It costs 2 Plot Points.
"Shaolin Heavenly Spear" (2 Plot Points): the attacker grabs a spear with both hands, propels into the air, somersaulting, and then flies towards his opponent, piercing him with the spear. This attack is so brutal that the attacker actually passes through the opponent!
"Bullet Mastery" (1 Plot
Point): Killers are, after all, a very special breed of fighters. They
and their bullets and their guns have a relationship. This relationship
is so intense that a killer who knows Bullet Mastery can shoot bullets
without a gun. This attack requires enormous mental effort and is slower
than the usual trigger finger.
4) Weapons
Also very important for an action movie
actor is the type of weapon he will use in his films. Most of the time,
he will use the same type of weapon - it's almost kind of a trademark.
Arnold Schwarzenegger will always use f**ing big guns; only very scarcely
you will see him sporting a hold-out, right? Remember that there are two
types of weapons: weapons for gunplay and for armed combat. You as a player
have to decide what types of weapons your actor prefers:
Small Caliber Pistols (.32 or less; examples:
Ruger .22, S&W .32 auto)
Mid-Caliber Pistols (9mm, 10mm, .38; examples:
Glock, Beretta, H&K, Sig Sauer)
Large Caliber Pistols (.44, .45; examples:
Colt .45, .44 Police Special)
Hand Cannons (even bigger calibers than
Large Caliber, includes such thingies as the .357 Magnum revolver, or the
Desert Eagle)
Sniper/Hunting Rifles (designed for killing
targets from a distance; examples: Walther 2000, H&K G-11, .308 hunting
rifle)
Assault Rifles (5.56mm to 7.62mm; single
shot, 3-round burst and fully automatic spray; examples: M16, AK, Steyr
AUG)
Pumpguns (shotguns; examples: Franchi
SPAS-12, Remington Special)
Auto Shotguns (shotguns that fire 3-round
bursts or full-auto; examples: H&K CAWS)
Submachine Guns (small machine guns
the size of pistols; examples: H&K MP5, Uzi)
Machine Guns (5.56mm to .50 caliber; examples:
M60, Browning .30)
Miniguns (rotary barrel gatling guns;
much higher rate of fire than any machine gun; examples: A-10 Warthog fighter
gun)
5) What (if any) martial arts style
is your actor familiar with/good at?
Describe the martial arts style of your
actor. Does it emphasize strikes? Or throws? Or is it a grappling style?
Which special moves does it have?
6) The trademark move
Any action movie actor has a so-called
trademark move. A trademark move is something (a gesture, a pose, a technique,
a phrase, a gimmick) that is very typical for the actor, and that occurs
in whatever role he may play, and that usually gives him an edge over other
characters once per session. Bruce Lee, for instance, played many
roles, but he always rubbed his nostril with the thumb of one hand before
a fight. Van Damme likes to show us his split (though this pose is so utterly
ridicular that I'd really like to kick his balls out when he strikes it).
Be creative here. Some examples for trademark
moves are: the actor is a pop star (he gains some extra power whenever
one of his songs is played during the movie); sidekick (the actor always
has a sidekick who gets killed during the movie, giving the actor's role
plenty of room to play a hate-driven hero); the actor could have a unique
item (like, a gilded handgun) that enhances his coolness once per session.
Or, the actor could have an own theme music that appears whenever he wants
to do something really important, and that enhances his abilities..
7) Stunts
Good action movies have good stunts. The
better the stunts, the more popular an actor becomes. Jackie Chan wouldn't
be that famous if the most dangerous thing he has done was falling through
a window, ground floor. The whackier, more dangerous the stunt is, the
more fame an actor earns. Fame comes in form of Plot Points. Gravity Is
Not 4 Me has four grades to rate a stunt:
8) Importance
Roles in a movie have different importance
for the plot. The more important a role, the mightier and more powerful
it is. All those nameless hoards of mooks that get mowed down by a single
pull of the trigger are of minor importance, while the real bad villain
is extremely important and thus doesn't get killed till the last reel is
over. The higher his importance, the earlier an actor can perform a task.
The less important an actor is, the better is the chance to hit his role,
and the better is the chance that an attack will kill the role. The unimportant
mooks will be killed by an exploding fuel drum or car, while an important
role will get away with some bruises. Important characters are called Named
characters (they have a name, they just have to be important ;)).
9) Damage
This is Hong Kong action. This means that
an average kick does about as much damage as a small caliber pistol. Generally
speaking, there's not much difference between the amounts of damage that
weapons afflict. The bigger the weapon, the more damage it does.
Hong Kong action is not at all realistic,
no sir. The characters can take dozens of bullets before they go down.
Of course, there are exceptions, like the role of the frail old master
- but he tends to be not hit by guns, doesn't he. Again, generally speaking,
Hong Kong action movies are about fun and action, so don't bother about
realistic effects. If it feels right to let that man survive three hand
grenades thrown at him - just make it so, this is your movie!
When dramatically re-loading a rifle or
pumpgun before shooting, the gun does more damage!
And: please don't forget: when a role
is killed in the course of a movie (aka, an adventure), this does not mean
the actor is dead! Only the role he has played is dead! Next film, the
same actor will be playing someone else (maybe even a relative of the role
he played before).
10) Getting roles
The Gamemaster plays the part of the director.
Before the movie is actually shot (aka, the adventure is played), the GM
offers the players a list of possible roles they can play in the film.
The players, playing actors, try to get the role they really want to play.
Of course, most of the time, another actor will want to play exactly the
same role ... so the pre-production negotiations begin. To simulate this,
the players use their Plot Points to bid for the roles, and the highest
bidder wins. Plot Points used for this kind of activities are permanently
lost. In case of a tie, the cooler actor wins.
Be sure to offer a role for every taste:
you know your players, so create interesting roles for their actors.
One note of importance: The more influence
(aka, Plot Points) the actors pump into the bidding process, the better
is the chance that the movie will be a box office success. The better the
box office success, the better the actors are paid.
The Gamemaster
plays the part of the director. Before the movie is actually shot (aka,
the adventure is played), the GM offers the players a list of possible
roles they can play in the film. The players, playing Manga pencillers/artists,
try to get the character they really want to draw. Of course, most of the
time, another artist will want to pencil exactly the same role ... so the
pre-production negotiations begin. To simulate this, the players use their
Plot Points to bid for the roles, and the highest bidder wins. Plot Points
used for this kind of activities are lost. In case of a tie, the cooler
actor wins.
Be sure to offer
a role for every taste: you know your players, so create interesting roles
for their actors.
One note of importance:
The more influence (aka, Plot Points) the actors pump into the bidding
process, the better is the chance that the movie will be a box office success.
The better the box office success, the better the actors are paid.
11) Blockbuster or Flop?
A movie's success is determined by many
different aspects like critical reviews or the studio's public-relations
activities. A great big Thank You goes out to The Duckmaster, who has published
the following rules on a mailing list.
Step One: Your actors need a studio that
shoots their movies and pays them. GMs, simply come up with a catchy name
for your studio. In our example here, we'll use Duckmaster's original studio
name, Golden Dawn. Players start as members of the Golden Youth, a new
publicity- and-training idea just inaugurated by the Studio. The idea is
that the Studio will introduce a new crop of potential stars each year
or so.
If you want to take a look at the studio
featured on the Gravity Is Not 4 Me foil page, click
here.
These hand-picked newcomers (drawn from talent quests, fan magazine competitions, and training institutions) will have the advantage of working with the Studio's Public Relations branch to give them a higher profile than would normally be the case.
In game terms, this has a major influence on the way Plot Points after the adventure are acquired. Plot Points can be accumulated (and lost) as the result of public relations AND the ways in which the films in which the stars appear are received. Plot Points are no longer awarded by GMs for whatever their ideas are about "good play", but are obtained or lost through rolling dice - at the box office, at the hands of critics, in the public arena of pure chance.
Stars in the Golden Youth program begin their careers with 7 Plot Points. However, they will also have some opportunity to add (and to lose) Plot Points before their first film in public relations, and this opportunity will recur between each film.After each film is completed, a number of rolls chart its success in terms of Plot Points for the film and for the star's appearance in it. Here too Plot Points can be gained or forfeited.
The Studio set up can also be utilised as the backdrop for further role-playing. The Studio might function like the administrative background to the game of Dream Park, for example, and what goes on in the Studio might impact on the films in production. The Studio may have its own ties to Triads, to the mainland, to England, to anywhere, even to nineteenth century occult groups. It may be the target of unscrupulous sabotage by other studios. In this way, in time the 'real life'; situation of the Studio may turn into its own Hong Kong Action scenario. .
11a) Public Relations
Between each film, there is a PR session for each star with 10 opportunities for Public Relations activities. Stars are not obliged to do any PR. However for every two opportunities with no PR activity, the star must roll a d20 to see if there has been a Mishap (1-3).
In Anime, not the
drawing board heroes, but their artists engage in PR activities.
For each session of public relations, roll d10 to determine activity. Roll d20 to determine neutral, positive or Mishap outcome. Only rolls of 19 or 20 are positive: add 0.5 to Plot Points gained. Rolls of 1-3 signal a Mishap (something went wrong, lose 0.5 Plot Points).
In the event of a Mishap, roll d20 and consult Mishap table.
| Public Relations Activities
1. Public appearances (shopping centres,
premieres, clubs, major events)
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| Public Relations Mishaps
(some of these could be dirty tricks by rival studios) 1. Traffic accident
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SPIN ROLLS
Mishaps can be countered if the actor
is very cool, or if he has very good connections to influential press people.
Successfully spun mishaps count as positive results (add 0.5 Plot Points)
11b) Measuring a movie's success
The currency of success is Plot Points. Both box office success and critical success are converted to Plot Points. The Studio acquires most of this, but the stars get some too.
1. Box office. This is a very important factor in determining the continuing employment of a star. Too many financial failures will result in the Studio cancelling the star's contract.
1.1. All movies have a base 40% chance of box office success.
1.1.1 Each 10 Plot Points used in the film, rounded down, results in a 5% increase in the base chance of success.
1.1.1.1 Plot Points are used in the film to bid for roles . They are used to influence what is seen on the screen. It can also be used in the film as a donation made by stars to the film before shooting only.
1.1.1.2 All negative Plot Points results from public relations activities prior to the shooting must be converted to percentages and subtracted from the base chance for success (-5 Plot Points = -5%, etc.).
1.2. Roll d100 to determine the movie's success after making Plot Points adjustments as above.
1.3. In the case of success, roll d20 to determine the amount of Plot Points gained by the film. Rolls of 20, take 20 Plot Points and roll again. Luckily box offices failures are not taken out of anyone's Plot Points (yet) but absorbed by the studio.
1.3.1 The Studio takes half (rounded up) of the Plot Points profit from the movie. The rest is distributed to stars, with the highest bidder for the roles on this movie receiving the largest share in cases of inequitable distribution. Please note: this means that the one highest bidder receives all the Plot Points remainder after the stars' Plot Point total has been divided by the number of stars working on the picture.
2. Critical success. Each film and each star's performance in that film is evaluated separately in reviews, etc. Although the benefits and harmful effects from good critical reception are sometimes not visible at the box office, it too has an effect on the movie's and the star's success in the eyes of the Studio.
2.1. To simulate the critical response to a movie or a star's performance in a movie, roll a d20 10 times, then modify the roll with another (a D3 or D2).
1-10. No result (no coverage).
11. Popular press - positive - neutral - negative
12. Trade press - positive - neutral - negative
13. Elite press - positive - neutral - negative
14. Foreign market - positive - neutral - negative
15. Popular awards - yes - no
16. Trade awards - yes - no
17. Elite awards - yes - no
18. HK studio interest - yes - no
19. Hollywood interest - yes - no
20. Film festivals - screening - award (2 SP) -nothing
2.1.1. Each positive, yes or screening result adds 1 Plot Point to the movie or the star (film festival awards add 2 Plot Points).
2.1.1. Each negative subtracts 1 Plot Point.
'No' and 'nothing' results do not subtract or add Plot Points.
11c) Some Terms for GMs:
Totalflops: movies or stars with both negative
b.o. and critical rep.
Cult: movies or stars with negative b.o.
and positive critical rep.
Ho-hummers: movies or stars with positive
b.o. and negative critical rep.
Hits: movies or stars with positive b.o.
and positive critical rep.
Megahits: Very high positive b.o. and
very good critical rep.
12) What else you can do in Gravity Is Not 4 Me!
1) Creating your
character
Please read the
Heritage Storytelling rules for everything you
need to know about character creation. For further details, read these
rules, then.
1a) A specialty:
Chinese Names
Chinese names consist
of three parts: The surname, the generational name, and the given name.
For instance, Chan Chung Yung. Chan is the surname (in America, he'd be
called "Mr Chan"), his generational name is Chung (had he brothers or sisters,
they would have the same generational name), and Yung is his first name.
Many Hong Kong Chinese choose to have an European name, consisting of two
parts: they keep their surname and choose an European first name. Bruce
Lee's chinese name, for example, was: Lee Jun Fan.
2) Plot Points
in Gravity Is Not 4 Me! are also used to power very powerful magical spells.
3) Magic
Gravity is a roleplaying
game of HK action. Therefore, you should have expected a flashy kind of
magic. You are right. Here come the rules for kung fu spell tossing:
Step 1: Choose
Your Magic Schticks
Every character
should choose one or more Magic Schticks from the following "Magic Schticks"
list. A Magic Schtick is a certain category of spells. Ask the GM and your
fellow players how many Schticks are appropriate for your character.
Characters who can't toss spells (ie., who are not spellcasters/magicians/sorcerers)
must also choose a Magic Schtick. They use them for all kinds of special
combat maneuvers (which are, basically, nothing else than very specialized
spells).
Please note that a character can't learn magic after character creation,
and that a character can't suddenly cast spells after character creation.
Of course, you, as a player, might determine that your character is magically
gifted, but will find this out later.
Step 3: Determine
Spell Drain
Magic is not something
that's done easily. Spells and all other forms of magix (summoning spirits,
rituals, etc) do exhaust you. They wear you out. After you have designed
your spells, ask your GM how exhausting they are to your character. This
is the so-called "Spell Drain". The more powerful a spell is, the more
exhausting it will be, and the more dizzy (or closer to unconsciousness)
your character will become. A spell that simply hurls metallic objects
the size of a dime towards an enemy may have a Light Drain, while a massive
wall of fireballs could easily have a Knockout Drain, rendering the spellcaster
unconscious.
There are spells that are so powerful or so complex that they require additional
energy in form of Plot Points. Your GM will know if and how many Plot Points
the spell will cost your character. So, very powerful spells have a Spell
Drain, and cost Plot Points.
Optional Rule:
Magical Artifacts
There are objects
that can store Magical Spells. These objects are usually very rare, and
require at least one movie to be discovered. The GM will tell you how many
spells the Artifact can store. Please not that modern magicians call them
not "Artifacts", but "Batteries". If such an Artifact is damaged, there
is a small chance that it will explode when it is used. The explosion radius
is 3 meters. The damage an Artifact does when exploding depends on how
many Spells it contains:
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3.4 Examples
of Magic (Magical Schtick in brackets)
"Flight Of
The Happy Dragon" (Movement, Light Drain): the caster is
able to fly at about 100 kilometers per hour. The spell lasts for one scene.
For the spell to take effect, the caster must shout "Fei Lung!". There
are many variants of Flight of the Happy Dragon, but this is the basic
spell used for all wuxia (aka, "flying men") moves.
"Rotting Hand" (Fertility, Serious Drain + 2 Plot Points): upon touching the opponent, the caster causes the opponent's body to rot. This does damage like an exploding car.
Gambler's Lucky
Day (Divination, Light Drain): while playing cards, the gambler
can stare at his opponents' hands and actually see what cards they have!!
This spell is quite obvious and should not be tried when playing against
experienced opponents.
The Book
(Influence, Light Drain): You've heard that old saying, "that's the oldest
trick in the book," right? Well this character has read the book. They've
been around and have some experience. They know how to spot cons, from
the simplest tricks to the most complex confidence games. They also know
"new angles on old tricks" and can fool even the most experienced grifter.
Game terms: The GM will tell the character if a certain person is conning
them. The character must think of a way that the conman could've slipped
up and describe it to the GM: no description, no benefit. Also, the character
can make others fall for "old tricks." (such as "look out behind you!,"
or "your shoe's untied"). This works on named and un-named non-player characters
alike.
The Fade (Influence, Medium Drain): This schtick gives a sort of anonymity. At times, your features are average and forgettable (even if you're attractive). Game Terms: others can't seem to remember just exactly what the character looked like when giving a description. ("He looked kinda tall, in a short way. I just can't remember.") When the PC is in a potentially damaging situation, he declares "the fade" and any non-player-character in the basic area doesn't remember what he looked like. They know someone was there, but they just can't think of what they looked like. Maybe they weren't paying attention or however else you want to explain it.(If you even want to explain it) This might be useful for those on the wrong side of the law (Spies, Killers, Gamblers), those who like their privacy (Masked Avengers without the mask) and those who may want to protect their families (Everyday Hero, Martial Artist, Old Master).
"Strike Of The Thousand Iron Palms" (Movement, Light Drain): this special shaolin technique is a multiple, one-handed palm strike to the face. It is so fast that your vision is blurring when you're watching it. The Strike Of The Thousand Iron Palms causes pretty much damage, and it causes concussions as if the target had fallen off a cliff (Fall damage). It is very difficult to block, and the attacker must shout his master's name before using the Strike. It costs 2 Plot Points.
"Shaolin Heavenly
Spear" (Movement, Medium Drain): the attacker grabs a spear
with both hands, propels into the air, somersaulting, and then flies towards
his opponent, piercing him with the spear. This attack is so brutal that
the attacker actually passes through the opponent! More comedy-oriented
characters will make this Wire Fu move into "Shaolin Heavenly Toothpick"
;)
4) Weapons
You should know
what weapons your character usually carries with him. Some characters even
have a Good Thing (see the Heritage rules) called
"Signature Weapon" (or "Can't lose his weapon", or "My weapon is a part
of me"). A Signature Weapon can't be lost by the character, period. No
matter what you do, how high the cliffs are you're falling off, you can't
lose your weapon. Most of the time, your character will use the same type
of weapon - it's almost kind of a trademark. Kung-Fu students will often
use melee weapons (staves, poles, swords), or, of course, their bare hands.
Modern types will use guns more often than other weapons - but the choice
is up to you!!
The only thing you
should remember is, that there are two types of weapons: weapons for gunplay
and for armed combat. You as a player have to decide what types of weapons
your character prefers:
6) Stunts
Good HK action means
whacky stunts. The better the stunts, the more fun it is to play.
Here are some ideas
for cool stunts:
8) Damage
This is Hong Kong
action. This means that a good, acrobatic kick does about as much damage
as a small caliber pistol. Generally speaking, there's not much difference
between the amounts of damage that weapons afflict. The bigger the weapon,
the more damage it does.
Hong Kong action
is not at all realistic, no sir. The characters can take dozens of bullets
before they go down. Of course, there are exceptions, like the frail old
master - but he tends to not be hit by guns, using his amazing Drunken
Monkey style. Again, generally speaking, Hong Kong action movies are about
fun and action, so don't bother about realistic effects - if you don't
need them, that is. If you notice that your players don't take their enemies
seriously, hit them, hard. Gravity Is Not 4 Me! is no comedy game. Characters
can and will die. But if it feels right to let that man survive three hand
grenades thrown at him - just make it so, this is your adventure!
When dramatically
re-loading a rifle or pumpgun before shooting, the gun does more damage!