The FUBAR rewrite - Basic Actions
Since there is a new GM/Oracle in these play examples, I needed to create a new character portrait. So, before we go any further with the play examples, here's Jenny the Oracle.
Early Actions (few
traits/modifiers)
A Beneficial Result
The story has stared with its Bang! The characters have
hastily fled the initial scene and found a safehouse where they try to work out
who might be against them and why. Diana decides that Kamiko will try to access surveillance cameras in the local area to
see how they characters ended up in their starting circumstance, who might have
put them there, and when. She uses her “friends in high places” (automatic bonus
trait), in the hope that they’ll have information for her, and starts making
some phone cals. Kamiko’s “research”
action provides an advantage here, Diana could possibly also justify a bonus
from the “analyse” action, but since Kamiko
is already getting two bonus dice from “research” she just picks up 5 dice and
rolls. 2, 3, 3, 5, and 6; Diana picks the 3, 5, and 6, then allocates them. 6
to success (a full success), 5 to sacrifice (no sacrifice), and 3 to story
(Diana will choose the success benefit, and the Oracle, Jenny, will choose any
sacrifice…but there isn’t any). These results are interpreted back into the
story. Diana describes how Kamiko gains an “Insider Knowledge” trait from her calls,
and with two points of success (one from the success and one from the initial
advantage trait) it will last until the end of the act.
A Detrimental Result
In the next scene, the Oracle states that Alonzo Jones sees someone suspicious
nearby. To get a better look at the suspicious person, Carl thinks that
Alonzo’s “search” action might help, so he’ll be rolling a fourth die for the
action. Since Alonzo is “impulsive”,
and this requires a bit of concentration, there will be a penalty on the
action. He rolls a 1,2,2 and 4, and drops the 1; the remaining dice are allocated.
4 to success (a near success), 2 to sacrifice (a major sacrifice) and 2 to
story (allowing Jenny, as the Oracle, to describe how everything unfolds). The
impulsive trait adds an extra degree of sacrifice. Jenny describes how Alonzo
can’t quite get a good line of sight on the suspicious person, but that he has
enough time to point them out to one of the other lowlifes (the near success).
Then, she goes on to say that Alonzo will be permanently distracted by the
identity of this person (at a total of three sacrifices, two for the bad roll
and one for the existing negative trait, it will be a 1-trait long term penalty).
Unless Carl manages to find a way to overcome the trait, it will afflict him
for the rest of the session. There’s no one else nearby to help identify the
stranger as they blend into the crowd. This might play a good part in the later
story, so Jenny writes a quick note as a reminder for later.
A Mixed Result
Ben has been holding back with Hasani so far, but now that the group has a couple of leads, it’s
time for him to step up and use some of his skills. The group has found a
street thug who seems to know more than he is letting on, so Hasani will use his “Taunt” and “Bluff”
actions, in combination with his “Physically Imposing” trait to goad the thug
into revealing something useful. Five dice are rolled, 1, 1, 2, 3, 5. Even
picking the best three dice, 2, 3, and 5, Ben has a hard decision in front of
him. If he puts the 5 into success (full success), he’ll have to allocate a
sacrifice of 2 (major sacrifice) or 3 (minor sacrifice). If he avoids any
sacrifice by placing the 5 there, then the success will either be a 3 (near
success) or a 2 (fail). It seems that if Hasani
is going to gain an advantage he’ll have to pay for it in some way. Ban accepts
the success with a minor penalty because the success gains a bonus from the
“physically imposing” trait, it pushes the story’s momentum forward, and it
adds character through the acquired negative trait. As the Oracle, Jenny
describes how the thug describes a how one of the Rogues has paid him off, she
flips over the next rogue in the gallery, Ginger
Rust is behind this part of the story. Diana’s ears prick up because her
lowlife Yoshida Kamiko is linked to Ginger Rust. It might be time to explain
the strength and nature of this relationship.
Later Actions
(more traits/modifiers)
After a few scenes, Doc
Titanium sits at a computer terminal in Mr
Norrington’s workshop [he’s borrowing this positive trait], he works with
the “insider knowledge” Kamiko had gained earlier [he’s also borrowing this positive
trait], a data transfer passcode [this one’s his positive trait], and an image
fragment [also his positive trait]. This could be a significant turning point
in the story, so Jenny spends two of her secret tokens to make the action more
difficult (two tokens cancel out two of the positive traits). Doc Titanium
feeds his information into a computer to determine where to head next, he uses
his “Research” and “Interface” to roll a total of 5 dice. 3, 4, 4, 5, and 6.
If he did this, Ed could allocate Doc Titanium’s 5 and 6 to Story and Sacrifice in either order (it
makes no difference). He’d gain a full success with no sacrifice, automatically
gaining two successes worth of benefit (one from the die result, four more from
the contributing positive traits, and minus two for the spent secret tokens).
The remaining three points could be used to acquire an advanced positive trait,
and the final point could make this bonus valid until the end of the act… or…
Reactions
Jenny, as the Oracle, spends a Secret Token. She asks Ed to
take some kind of action that might allow Doc
Titanium to notice something. Because she has spent a token, there is
automatically the chance of something bad happening to the doctor. Ed asks if
he can include Doc Titanium’s
“search” action, and since this seems reasonable, Jenny allows it. Dice are
rolled: 1, 3, 3, and 5. Ed drops the 1, then allocates the 5 to Success and the
pair of 3s to Story and Sacrifice. Jenny describes how Doc Titanium sees some
tell-tale scars on a person walking down the street (he recognises these scars
on many people in his “Fetish” circles), but the minor sacrifice associated
with this action is a series of memories about the last time he was at the
fetish club and a sudden desire to clear those bad memories from his head with
his drugs. The story has progressed, but he’ll have a negative “On Edge” trait
until the drugs are taken, or until the end of the scene (whichever comes
first).
If there were multiple characters together, Jenny could have
spent a second secret token to make everyone present engage in an action roll.
Every success would have added more detail to the story element unveiled, every
sacrifice would have had some personal effect on each character making the
roll.
Multi-Character
Cooperative Actions
…instead of claiming a success on his last roll, Ed
allocates Doc Titanium’s 4 to
success, with the 5 and 6 going to Sacrifice and story. Ed describes how Doc Titanium finds a back door in the
system then passes the keyboard over to Kamiko.
So, instead of claiming the three points for a success of
his own, two positive traits cancel out the secret tokens, and remaining bonus outcome
is halved and passed to Kamiko so that
she can finish the job. Kamiko takes
the basic one point bonus from Doc
Titanium’s action, and adds the four bonuses (because they still apply to
the situation at hand), she then adds an extra one due to her loose
relationship to Doc Titanium, pushing the total up to six. She rolls 5 dice with
the benefit of her “research” actions, 1,3,3,5,5. It’s not as good as Doc Titanium’s attempt, but with the
groundwork laid it doesn’t matter. Diana allocates a 5 each to Success and
Sacrifice, and 3 to Story. With the benefit from the positive traits, that
means seven points of positive outcome. Kamiko decides that every lowlife (1pt)
will get an advanced positive trait (2pts), and that bonus will be permanent (4pts). Everyone will have their electronic footprint completely erased from all
computer systems. That will make it easier for them to move around the city for
a while and avoid further problems while they resolve their stories.
Multi-Character
Conflicted Actions
Alonzo Jones and Mr Norrington have followed a lead to a
small abandoned shopfront on the east side of town, as they step inside, they
hear the back door slam. Someone is getting away, and they both want to claim a
bit of glory for taking someone down. They both have “hunt” as an action, and
while they don’t want to kill this person, a good kneecapping wouldn’t go
astray, so “shoot” is valid to add to the outcome. He’s not a named rogue, so a
single success is all that’s needed. Die rolls are made (Alice/Mr Norrington 3, 3, 4, 5, and 5,
Carl/Alonzo Jones 1, 2, 4, 4, and 6). Both allocate their highest die to Success,
and next highest to Sacrifice. Both could succeed, but because Norrington
doesn’t have a sacrifice, he reaches the unnamed escapee first (if they both
had a success and no sacrifice, the highest story die would be used to resolve
a tiebreaker). In this particular case Alice describes the shot kneecap as
Norrington catches his prey, and the interrogation of this particular mook can
begin.
At this stage I'm wondering whether I should try to illustrate some comic panels depicting these story elements. It depends how we go for page count, and what other ideas cross my mind in the mean time.
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