Monday, August 28, 2017

Rogue Time Lords

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HD, Saves, Advance as Cleric. No armor or shields, no weapons. Time Lords never gain XP from treasure looted but do gain XP from treasure they deny their enemies. They may use any magic item or scroll. They may advance to level 16.

Time Lords have five abilities.

Regeneration

When a Time Lord is reduced to 0HP make a save vs. Death Ray. On a successful save you Regenerate. Roll d100; if you roll above your Constitution, you survive and take on a new form. You keep your XP and levels but re-roll all ability scores and re-roll your HP. You may do this 12 times. Everyone at the table except you gets to describe some new affectation of dress or personality quirk by which you must now abide.

Omniglot

A low-level psychic ability allows you to speak and read any written language; the DM may roll 1d8 twice in a row to make an exception but must get an 8 both times. If dealing with creatures with no spoken or written language who are nonetheless capable of language you may get only vague emotional states.

Plot Devices

Once per day you may produce from your pockets some gizmo or other that allows you to roll 1d30 in order to accomplish a task. If you still fail you must make a save vs. Wands/Devices or the DM may make up some worst-case-scenario bullshit to complicate your current situation. If you roll a 30 you not only succeed but may use the same gizmo once more before the day is out.

Hypnosis

A target must save vs. Petrification/Gaze or be under your influence. You are considered to have Charisma 20 (+5 bonus) for purposes of extracting information from a neutral party, intimidating/forcing a morale check for your enemies, or controlling your hirelings in a complex or life-threatening situation. An ally may choose to fail this save.

Oncoming Storm

If you survive to 9th level or your 9th incarnation, whichever comes first, you gain proficiency with all weapons and armor, gain the Thief's Sneak Attack ability, and gain a one-time-only d100 roll with a Plot Device (though rolling 100 gets you a second use). You detect as Chaotic Evil.

Tuesday, August 22, 2017

CaBH Magic + 4 Magical Kingdoms

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Using Magic in Feng Shui involves having a Sorcery value (or Creature value) for your primary or secondary attack. It is also rolled like a traditional Action Value in order to use it to make the equivalent to Arcana checks, or to turn up a magical contact, or similar things. Where most characters have a place on their sheet reading Fortune or Chi or whatever yours says Magic, and is used as both a pool of points to spend to activate magic effects and points to be spent on more standard Fortune dice.  If a Fortune check is prompted against you and you succeed you can easily get away with describing yourself succeeding with some supernatural flair, even if you don't have a relevant schtick.

Schticks are great but the hardest thing to break people of when they're new to the game is thinking with their schticks. Tony Jaa probably doesn't have a specific schtick to do a somersault axe kick off the back of an elephant into the back of some dude's head in Ong Bak II but he sure fucking did it. There's nothing stopping a zen Buddhist monk from also being a high flying stunt driver and there's nothing keeping IMPEEERATOHH FURIOSHAAAAA from trying to use a magic amulet if she finds one. Your starting AV might be less than great (defaults to 7) or the difficulty might change but you still have a shot. True for action movies and for the kinds of children's fiction informing this game. The lifeblood of most Feng Shui games' sorcery is a plain old magic missile style Chi Blast, just a good old zap. That's fine for a lot of stand-up fights and will even be quite helpful during racing legs but the other shticks available to magic peoples are going to be more effective here, especially the ones that let you do well during Pit Stops (and therefore build Teamwork points).

Only a handful of Types have magic baked in or have the opportunity to learn it as they advance. In theory anyone could seek our some witch and learn a few tricks with enough practice but we will not really afford time for such.

Most of these Types will come from kingdoms rife with magic, where their power is stronger, but not always. Maybe your racer comes from a more mundane nation where your special powers make you a true standout. Maybe you're from somewhere magic isn't even supposed to be possible, like one of the steaming smoking machine kingdoms. Maybe you're just a ghost, ghosts come from anywhere. That's fine, just be aware that your powers will be affected by the region you're in.

It also shouldn't need pointing out that other Types can come from the more magical kingdoms. Camelot had Big Bruisers too. Sigil still has street sweepers. If you want to show all those fancy wizards that some punk kid can become more famous than any of them then by all means, go at it.

Once you run out of Magic points you're out of juice unless you find some kind of potion or geomantic nucleus to let you top off. Normally they all come back at the top of the next session but there's lots of reasons that might not happen.

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Serapter is ruled over by the Marquis DuPont, a man at once like an old tree and the shadow of that tree. He has borders within his borders, the Circles of Hell, concentric rings featuring differing degrees of penetration by supernatural planes of existence. There is the Demon Ring, the Spirit Ring, the Nightmare Ring, the Midnight Ring, the Goblin Ring, the Bone Ring, and the Crimson Ring where stands All's Hallow Hall, a castle as big as a city and residence to the Marquis' enormous and ever-growing family. The Marquis is definitely NOT a vampire, why would you even ask?

Wigviauln is a place where the practice of magic is so common it is used for daily tasks. Small elemental creatures and magically animated constructs are found here but that's about it. Wigviauln citizens do every job under the sun but with a bit of magical flair. Then there are the spellcasters. Druids, maguses, priestesses, warlocks, witches, sorceresses, mediums, wizards, any kind of magical practicioner, specialization, or tool you can name: all of these are found here, in the world's top center for magical research and understanding. The government of Wigviauln is somewhat corrupt, based on an enormous academic committee honoring truly arcane seniority and tenure traditions. The young Librarian, Sheila Lala, sits at the top.

Goroshi is rich in mystical presence if you know where to look, or how. Attend the right shrine, bathe in the right spring, knock on the right log, and you might summon a spirit - perhaps the spirit of that log, or of the forest, or the spirit of trees. You are always watched but rarely interfered with. Obviously-supernatural things do happen but they are accepted as a common thing to plan around, like a thunderstorm or like harvest time. There is a very respectful, congenial relationship between the people here and the many spirits of nature, machine, and emotion. When a spirit gets out of line, though, humans are expected to handle it themselves. Almost every top exorcist from SEDAN comes from Goroshi, and the Goroshi government (headed by President Iku, though he prefers "Mr. President") even has its own department to head up human and spirit world affairs. It's anyone's guess how many people on that department are spirits in disguise.

On the tiny islands of Pilioimoi the most dangerous thing you can meet is a stranger. That's not to say that the folk there are fearful. Far from it: the beliefs of their nations hold that kindness, openness, acceptance, forgiveness, and an overall spirit of giving to strangers is the wisest and best option. For another culture this readiness to greet your conquerors would have led to some turmoil over the centuries but, here, it means that life has progressed largely untouched by the dangers of the modern world, barring a few technological conveniences. That is because the dangerous strangers in these islands have long been the peoples' protectors, swirling these misty archipelagos with boons and wards beyond reproach by other powers. The islands of Pilioimoi are where the gods go to both vacation... and to hospice. Perhaps it's inevitable that some of the less alien among them would fancy a good race now and again...

Hobbits As Consolation Class

Image result for rankin bass hobbit
Inspired by this and this and I guess this and this.
HD, Saves, Attack as Thief. Requires 2 Ability Scores of 7 or less. You may use no armor but leather and may use one-handed weapons/small weapons/d6 weapons, but nothing that needs two hands apart from a shortbow. You may use a shield with a melee weapon but if you do then your weapons only do 1d4 damage. The shield grants you an extra point of AC bonus from what normal folk get. No speed penalty but you can carry a quarter of what a normal human can.

Instead of tying your bonuses to which specific values took the hit when you rolled up your pawn I'm just going to give you a list. You have up to 6 pts to spend, 1 for each shitty ability score. None of these effects improve as you level and you can't choose any of them more than once. If your scores are reduced below 6 later in game you do not get new abilities, but neither do you lose these abilities should your scores later improve.

Speaking of leveling: if you are part of any successful adventure or perilous scrape that results in a member of your party leveling up then you level up. You don't track XP and certainly not gold for XP because. Your fortune is the fortune of others. You may still only advance to 8th level.

At 8th level you gain any 3 Hobbit powers you don't already have, are free to establish your own private Estate and attract a bunch of distant relatives to live on your lands, are considered fluent in the language of any creature you met in your journeys, and may choose to Retire. Retirement is important because you can come out of retirement ONCE and be treated like a level 16 Fighter by those around you, also gaining equivalent to-hit and save benefits.

The effects you get to choose from are:

Charming Manner: +3 Reaction roll. Note that this does not confer a Morale bonus for retainers.
Escapist: Like "shields shall be splintered" without the shield; if you can explain how being little, thinking carefully, or leaps of faith might have spared you from what might have been a disastrous magical effect, hazard, or killing blow, then congratulations - you made it. Usable once per day. You can expend your use for the day to conveniently be able to wriggle out of bonds or through bars or whatever and get away, so long as there is the narrative possibility.
Barrel Rider: You gain a swim speed equal to the fastest land speed in the party, can hold your breath for at least 2 minutes, and do not suffer check/attack roll penalties associated with being underwater.
Forager: You have a 3/6 chance of finding enough food to feed the party in wilderness or grassland, 2/6 in a city, 1/6 in a dungeon.
Bravery: Whenever a fight breaks out you may elect to suffer from Fear, as the spell, and immediately make a saving throw, making a save at the top of each round. If you save against this effect then you may consider enemies you engage this round to be under the effects of Fear for a number of rounds equal to what you experienced, minimum 1, no save.
Christina Ricci: If you wander away from the party for one Exploration Round and are not immediately accosted or killed then you may rejoin the party at any point by declaring yourself to be inside something nearby, like a chest or barrel or cabinet or monster corpse. You do not have to explain how you got there, it just has to be barely big enough for you to fit into; rooms, closets, wagons, etc are not a suitable use for this.
Plain Hobbit Sense: You always use your best/lowest save when dealing with mind-affecting magic/effects unless the source of that mind alteration is beer or drugs, in which case you are a lightweight and take any penalties for the effects after one dose.
Redecorating: You make anywhere you sleep more homey. A Hobbit camp lets everyone who rests there regain 1 extra HP cumulative per night they and the Hobbit have slept there/settled in. If your players automatically reset to max HP after a night's rest, don't, but if you do anyway then add this bonus instead to the first healing the characters receive between safe night's rests, under the logic that a morning's invigoration puts one on the right foot throughout the day. Add 1 to the odds of a wandering monster check when Hobbit camping in the wilderness or dungeon.
Overlooked: Your enemies who ambushed your party literally just don't look down and see you. You never act in a surprise round but are never targeted, unless you are alone.
Hustler: Hobbits are passingly familiar with most common games and better at learning new games. If a Hobbit engages a NPC in a game as a distraction or tries to cheat at the game they add their level to the attempt.
Dressed For Movement: Hobbits dress for comfort and like lots of layers, because it's like taking a blanket with you. The first missile attack targeting a Hobbit always makes a hole in their clothes but leaves them unscathed, although arrows and bolts will pin them in place. When falling this has a 1/10 chance of snagging them halfway down the fall, but when climbing it has a 1/10 chance of snagging them and causing a fall.
Far From Home: A reminder of your life back home - being able to score your favorite tobacco, hearing someone else sing an old folk song, running into another Hobbit - eases your homesickness so much that it can overcome the effects of game elements like level drain or sanity loss, and in the presence of these players who are cursed or wield a cursed object are not affected by this curse. All these examples have a limited shelf life/benefit proximity so you're not untouchable but you can endure the strange foreign lands you encounter a bit better.
A Bit O' The Drink: You respond well to a little liquid hospitality. A tall warm pint reinvigorates you as from a night of rest.
Sworn to Carry Your Burdens: Magic or cursed items never count toward your encumbrance.
Friendship is Magic: If there is another Hobbit or halfling (meh) in the party you are each +1 AC. If there are three Hobbits (but not halflings) in the party you each gain +2 to hit. If there are Hobbits, FOUR Hobbits, in the party then you all gain +1 Constitution. If this puts your Constitution above 7 you do not lose your existing abilities.
Hillfolk: You wayfind and identify herbal, fruiting, or decorative flora as a Ranger of the same level, or 3/6 chance. You also have a 95% chance of tracking foxes and sheep.
Reputable: Your exploits have a life of their own, even if you toil in obscurity. Once per session you can confer a boastful title upon yourself, your allies, or one of your carried weapons.This duplicates the effect of an NPC's failed Morale check.
Bill: Any ponies you ever own gain +2HP every time you level and can Hear Noise/Search and Hide/Move in Shadows/Sneak as a Thief/Specialist of your current level. You may also use a Thief/Specialist's Climb rating to keep your saddle or navigate difficult terrain with this pony. They gain Morale 12 while you are alive.
Rally Monkey: When you suffer damage from a critical hit your allies benefit as if from a surprise round on the next round of combat.
That Dank Shit: You can always find pipe weed when shopping, and you (and only you) can always exchange pipe weed for spell casting or alchemical services.

Tuesday, August 15, 2017

Brave Little Tailors (another subclass)

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Brave Little Tailors can be any class, be it a cleric who dresses divinely, a harried dwarf who can't keep ahead of all the clothing needs of a culture that's notoriously hard on their work wear, or a strange druid who cloaks themselves in the seasons quite literally. It costs you an extra 1000XP to reach level 2, 2000 XP to reach level 3, 4000 XP to reach level 4, etc. until you stop gaining Hit Dice. Additionally, before you can level you must completely update your Look.

Brave Little Tailors have three abilities:

Looks Can Kill

Each BLT has a Look all their own, utilitarian or fashionable, always idiosyncratic. They cannot wear magic robes, cloaks, capes, or armor, but they can copy the pattern of any wearable magic item and stitch it into their outfit. This works like the Blue Mage's copy ability but 1) for magic items, 2) it scales differently and you get no bonus from ability scores, 3) it's constantly renewed. You can have a number of effects equal to your level and a daily total number of magic-effect-uses equal to your Charisma score. As mentioned above you can only level up by changing your Look. That means even if you hit your XP threshold you have to sacrifice all learned magic abilities and put together a whole new outfit, losing all your stored abilities! You can relearn abilities in the new outfit but you have to still have access to the items you are copying.

Makeover

A BLT may make a melee or ranged (-3 to hit) attack roll on an enemy or creature and attempt to use their satchel of scraps (no encumbrance, stock up on fabric remnants as you would rope) to re/design an outfit for their target. They must be successful in this attempt 3 times in order to create a finished effect. There are three effects of Makeovers, chosen by the BLT at time of completion, when the whole ensemble comes together:
  • Entangle for a number of rounds up to your number of Hit Dice, target gets a save each round.
  • Make them look stupid, forcing a Morale check at -2.
  • Try to capture their inner essence and true self, forcing a Reaction Roll.
You may only give any creature a Makeover once per level.

OUCH!

A BLT may dress themselves in a makeshift approximation of an enemy's costume as a 1 minute action. They do not gain Look benefits while in this costume. When the BLT is injured in this outfit, the enemy they are dressed as takes damage equal to half what the BLT took. A BLT may also use one of their sewing needles to prick themselves, dealing up to 1 damage per HD to themselves and an equal number of d4 damage to the enemy they are copying.

Possible Mods

You can have as many magic effects copied as you can find but only use as many effects per-day as you have Hit Dice.

Classes may give up a benefit (Fighter to-hit bonus, spell slot, Sneak Attack damage) on a Makeover roll to make it a one-shot thing instead of 3. Surprise Makeovers!

You can sew little simulacra or dolls of your enemies instead of dressing like them. They encumber you like chains and the cost is like Thieves Tools.

Monday, August 14, 2017

Crazy Boys (Lovecraft Level Drain)

What the FUCK, yugioh, that's awesome! Where is THIS show?

Everything I can think of that does Level Drain is either some unspeakable abomination, some crazy weird eldritch trinket or trap, or something along those lines. People hate Level Drain because it can be hard to recover from without shlepping back to town and paying a bunch of money. Not every party cleric is going to roll something capable of helping you. You are determining your spells randomly, right?

And I get it. Putting your cool stuff from next level further away is a bummer. Taking away toys you thought you already earned can feel disappointing. The loss of HP involved could be deadly. In the past I have usually made Level Drain work more like XP debt, something extra you have to clear or be cured of before being able to advance. That's not a fix in fiction, though.

Cort the Druid doesn't head back to the tavern going "Ah hell, I got Level Drained." Or even "That spirit raked its claws upon me and I did feel my essence weaken; it will be long before I am what once I was, longer still before I am up to the challenge of the Hazeon Hex." That second example sounds fine in fiction except for focusing on the energy lost. That kind of thing, from a monster's perspective, puts focus on energy GAINED and opens us up to a boring Ecology Of post that describes all these hoary horrors in knowable, safe terms. How does the Friggit use the energy it takes from level drain? Does it sustain it? If so how often does it need to feed? What happens when it doesn't? If it just gets more powerful from level drain why isn't that reflected in a called-out monster level-up mechanic?

That kind of thing makes for an interesting episode of Planet Earth but I don't want someone interested in my nightmare creature. I want them to go OH SHIT.

Level Drain should be about the Oh Shit experience from the character's perspective. Not just fear - running away from the dragon is a pragmatic solution and failing a morale check or a save vs. a Fear spell is no different really than being outclassed by a level 36 wizard's Lock. You're just dealing with a bigger number at that point. Not just the player's anxiety about losing toys. This is something primal, superseding normal mental or physical reactions and mucking about in your soul. Your spirit, your kung fu, is reduced by these interactions. They are less about taking from you and more about shaking you. Creating cracks in your foundation, cracks you might fall into.

Lovecraft's dedicated authors and those of his imitators largely don't have to worry about death-by-octomonkey. A lot of them die from 1200 CCs of sheer crazy.

That's what I think we're talking about with, say, a wight. It's not there to claw you open or suck you dry like Shang Tsung. It's there to stop your heart in terror, cosmic force-of-the-universe terror, and if your body fails from your mind and soul falling away like ashes in a rainstorm then that aperture in creation is what makes your old wormbait start walking around under its own power again, as something outside of nature drives you like a car. It's not enough to leave you a shell of your former self. Nature abhors vacuum. An empty shell must be filled.

I think a lot of monsters are defined by how they can kill you, how many attacks doing how much damage and such. I think it's a pure way to think about a monster in a childlike, fairy tale, folklore, Pearce Shea, wendigo, Dracula, demoniac, Roswell sense to think about how a monster can GET you. I think this is why Slenderman caught on. Honestly it's probably a lot of how Freddy caught on: most movie killers have to chase or trap you, while Mr. K only had to exist. The child murder and rape and stuff was barely necessary except to justify how upstanding lawman John Saxon could ever commit a crime. Those of us more familiar with his filmography know that he's actually committed lots.

That was a big digression but my point is, I hope, clear. We have whole games built around sanity mechanics. We have lots of people trying to adapt those and bolt those on to D&D in some way. We've also got this mechanic for ghoulish apparitions that nobody likes to use. Seems to me an economic sort of rehab would be just folding the new spice into the existing batter.

So, Level Drain:

Level Drain works like it says on the tin. You lose one of your HD worth of HP. If you're one of these fancy classes with d12 for a hit die then sorry bro, you're subtracting 1d12. That's your chi being fucked with by this experience. A lot of those classes with huge hit dice are things like barbarians which, yeah, them having a worse reaction to the unnatural works in the fiction. In this way, though, you can actually survive being LD'd down to Level 0/Normal Human, as long as you are lucky with your HP loss. The only thing I don't love is that this is usually a to-hit roll instead of a save. Making it a save would let you deal more in Presence, so more in atmosphere. The to-hit roll works for Game of Thrones, though, so I'll leave it there. That's easy enough to mod on the fly.

That XP loss though...where does that go?

CRAZY BOY

Every time you suffer the effects of Level Drain you gain what I normally would refer to as "1 point of Shock" or something. Today I'm saying you gain 1 level in Being a Crazy Boy. That XP you lost? It goes here, but there aren't hard XP thresholds. It's abstracted as a level of psycho-spiritual wounds.

A common fix for LD in many campaigns is letting Remove Curse fix it. In that case, this is also a good way to have on-the-fly Curse/Remove effects, damaging your willpower patchwork. Also fun and fast for those crazy monsters later on who drain multiple levels at a time.

When you gain enough XP to level up you may EITHER advance to your new level as normal OR "spend" that XP to remove a Crazy Boy level. Actually, this setup works even if you never reduce the target's XP, it just gets a different KIND of experience from its contact with the weird.

Crazy Boys are:
-X to all saves, where X is their Crazy Boy level.
-X to all healing, where X is their Crazy Boy level.
+X to damage with melee weapons, where X is CBL.
+X to the difficulty of saves against your spells (or +X to your Turn Undead result)
After your first CBL you are +1 to defense/save/whatever vs creatures with Level Drain.
When you have CBL 4 you gain your level as a bonus to morale checks vs the supernatural, attempts to understand madmen, and attempts to interpret the primordial tongues from beyond.
When you have CBL 8 you can no longer sleep and are never surprised.

You can see how some people, especially murderous or power-hungry ones, might allow themselves to gain levels in Crazy Boy. This isn't just good for Sanity effects, this can act as a kind of moral damage.

Characters reaching CBL 9, what would normally be Name Level in another traditional class, basically become monsters. They haven't been consumed and filled by the Outside. They have been changed by it, embraced it, and are now something perhaps no mightier than a man but much much different from one. The DM controls your character now and no amount of house rules and Remove Curse will save you. You're an other thing now. This, by the way, is how Moon Slave finds both his generals and the gristly body offal which greases the spindles of new wars.

Sum up: I can use Level Drain to close off parts of the existing game as written. I think it wouldn't take much, though, to open its victims up to a whole new game inside the one they're already playing.

Sunday, August 6, 2017

Shopgirl


Start with any base class and add this on as a modifier. It costs you 1000XP more to reach 2nd level, modifying how long it takes you to level all the way until you stop gaining hit dice (+2000 to reach 3rd, +4000 to reach 4th, etc). Explicitly stole this gag from Josie X.

You can be a fighter trying to make ends meet, a cleric selling kitschy Pelor memorabilia, a regular old hobbit waitress, etc. Shopgirls can be boys too and you can call that whatever you want. I'd probably call them Shopgirls still but if that's sensitive for you then use whatever, or just call it Shopkeep.

Shopgirls have four abilities:

Heavy Duty

Shopgirls count as one size larger for determining encumbrance, lifting, forcing doors, etc. If there are attack or AC penalties for being over-encumbered in your game they do not suffer those.

Cleaning Up

Shopgirls can clean a non-supernatural mess in a room in the span of an exploration round. Afterwards they must rest or be exhausted until their next meal, where they will consume 3X normal. A successful save against magic also allows them to clean supernatural messes (within reason; green slime still eats their mops) but a failure means they make it twice as bad in the process.

GOOD DAY, SIR!

Once per day a Shopgirl can raise her voice and put her foot down, forcing a morale check from creatures with fewer HD than she or a second initial reaction check from creatures with greater HD than she.

Have You Seen The New BT-16?

You choose what kind of shop you work for. Whenever you encounter the kind of thing sold in that shop you can identify its type and provenance, and tell if there is something remarkable about it. "Those are Chiluhixan shoes. They look magic!" "That's a Kingsbury loaf. OH, that's a bad bake Mary, it smells like poison!" "I'd recognize a Henderson quill anywhere. Henderson quills, because geese don't grow on trees. Anyway, this model hasn't seen circulation for a hundred years..."


Shopgirls require some manner of certificate, promotion, honorific, official recognition, or bonus perk in order to level. These cannot be granted by a god or king but someone much more important: a Shopgirl's boss. Means even if you bust your ass in the dungeon you've still got to be punctual and impress people back at the shop.

Tuesday, August 1, 2017

Feng Shui Rules Not in CaBH + the Grandissimo Prix


I've already mentioned that I won't be assessing Juncture penalties normally associated with Feng Shui's base setting. I'm going to spread those out geographically. There are some other things I'm not going to be doing as much.

Advancement is not going to be based on controlling chi sites; instead, you advance and the rest of your team mildly improves whenever you win a race. Advancement is not as rigid or as necessary in Feng Shui as it is in other games anyway; the difficulty curve is a lot flatter.

I'm not doing "called shot" stunts and multi-attack; that is, no "I want to stab two extra guys" and get a penalty to your roll. This makes more sense in physical combat and isn't all that interesting to adjudicate anyway. Since a ton of Driving checks are involved here it's also harder to call a shot - with everyone jockeying for position, not just impact, a lot more moving parts. Instead, if you get a great result (boxcars-then-success or you just really really nail your check by like 5+ over what was needed) then we can tack on an extra benefit as well. Throwing mud, catching another team off guard, going up on two wheels to earn some Favor points... whatever.

If you deliberately crash a vehicle you don't get to decide whether that crash is potentially fatal or not. I do, or I make a Fortune check to decide.

As mentioned elsewhere your characters won't start out with a lot of the vehicles and firearms they normally would get as a matter of course, with exceptions for Types who only exist to use a weapon like Sword Master, Killer, etc.

Weapon Ranges are going to use the Grover Metric of "near and far" used to determine racing distance. No modifier for near attacks, +4 Difficulty for far attacks.

Weapon Concealment will not be a factor.

No Melodrama Checks. I trust everyone to be able to remember to be true to their characters. Instead of enforcing this with a check I'm going to use positive reinforcement in the form of Favor and Teamwork. Most of the weight of picking your concept and hook are taken care of by the setting and character/team generation tables. From there, if you are true to the spirit of your guy and the game even when it would benefit you not to be, you'll earn some Favor or Teamwork. This is the only way you can earn Favor during Pit Stops and Teamwork during racing legs.

The CH-CHAK rule: one of the cutest rules in the base game is adding 1 shot to your Guns action to cock a shotgun, adding +1 to your damage. The cool thing about this rule is that it helps get you to thinking of actions in terms of shots. Jackie kicking a guy is one action but can be a slow-mo shot of Jackie's kick connecting, a shot showing the enemy going flying, and a shot of Jackie resuming his Good Kick stance. Thinking about things in terms of cuts explains why some actions take the time they do. That said, we won't have as many shotguns in this game so....At any time you can add 1 to a shot in order to gain +1 to your inflicted Chase Points IF you can describe the action with some extra bit of visual flair. You should be doing this a bit anyway, and this change should help to reinforce that a bit. Remember though: shot cost matters, and you can easily burn through a sequence landing only two good moves and spending the rest of your time dodging.

Lastly, excepting for Dragons, Transformed Animal reversions do not mean you lose control of your character. This is because I think it is funny and genre appropriate if you turn into a pig mid-race and continue driving. You lose all your cool Shticks and your Skills all set to 7 and you follow Mook rules but otherwise you are good until the next Pit Stop. If you are not restored quickly, however, you do remain stuck as an animal and your interest and effectiveness in racing wanes. Your Team can keep you around as a good luck mascot from now on but until you are restored you are basically furniture.

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In Feng Shui terms the Grandissimo Prix is one long chase scene lasting multiple sessions, meaning it's one long FIGHT lasting multiple sessions. There are no Pit Stops in the Grandissimo Prix and Marks of Death pile up quickly.

In terms of the world, the Grandissimo Prix was first staged after the first racer to win all Four Winds declared herself the greatest racer of all time. Mammon Summer took exception to this and staged the Grandissimo Prix, a road race comprised of herself, this new challenger, and eight teams picked from the final Victory Point standings of each circuit. The Dawnstar Racing Test Track is the stage, a flat straight drag across stainless steel laid into alkali flats.

Tragedy and disaster have occurred during each of the previous eleven Grandissimo Prix events. Death, natural disaster, and stranger things: during the last Grandissimo Prix five years ago a sudden eclipse shrouded the track and only the track. When the race was over only Mammon Summer stood standing, and she only barely; all other racers were either maimed, comatose, or worse. None have been able to speak about that day and Mammon sure isn't sharing.

Mammon Summer is not an evil woman, it seems. There have long been rumblings that Dawnstar Racing hides a dark side, as well as valuable secrets. If these are true then she must be the true keeper of these keys. One could scarcely blame her for doing whatever it takes to see Dawnstar Racing flourish. Mammon stakes both her reputation and the future of her company on the Grandissimo Prix. They're one and the same, and the true prize to be sought.

Mammon Summer was not always Dawnstar Racing's president and CEO. She was a racer. A storied one, sure, but one who gambled her way into a position of absolute power. Why she has allowed tradition to stand during her reign is anybody's guess - perhaps she secretly hopes someone will defeat her one day - but completing the Grandissimo Prix opens a golden door for you and everyone you care about. It might open more.