So, I'm gonna do a system switch for my Spycraft game this Thursday. Cause I've been dying to try
Wushu, and my players are willing to give it a go.
However, some have expressed reservation at the unlimited powers of narration. So, I've come up with some guidelines / additional rules for providing some direction to the Narration. I'm also renaming Chi to Cool, cause it's Spies not Kungfu.
In addition, I'm tweaking the game a little. Cause I can't help myself- I HAVE to system tweak. It's in my blood.
Anywho-
WuShu - Types of Challenges
Challenges have four parts: The Difficulty, the Danger, the Time, and the Type
Difficulty is the number of Offensive successes you'll need to finish the Challenge and reach the Goal.
Danger is the minimum number of Defensive successes you need to avoid losing a Chi. Unless otherwise stated, this is 1.
The Time is the number of die rolls everyone gets before the Goal becomes inaccessible. The Boss escapes, the target is kidnapped, whatever. The Time may be extended by someone sacraficing a Cool.
The Type is the general class of challenge. It helps define what type of narration is and is not appropriate. Examples are...
Combat: Narration has to do with beating people up. Or shooting them. Whatever.
Diplomacy: Narration has to do with convincing people to do as you say peacefully.
Chase: Narration has to do with a chase scene.
Infiltration: Narration has to do with gooing undetected while sneaking in somewhere.
Rules of Narration
WuShu uses Fortune at the End. The Dice only indincate how close to being overcome the current Challenge is. Cool is used as a combination vitality and safety net, to make Challenges easier to overcome.
While narrating, you're naming Facts. Just like the GM, you can describe anything you want, and if everyone accepts it, the embellishment stands. However, the GM reserves veto rights for two types of Embellishments.
A) Those which dictate success in achieving the Goal before the Challenge is overcome, unless the Goal slips away in the same narration.
B) Those which dictate the continued viability of a Mastermind or Henchman that has 1 or more Cool remaining. No killing them until they're at 0 Cool.
If an Agent hits 0 Cool and then loses another for any reason, they are down and out for this and the next Challenge. They may not be dead, but they're too far gone to be of any use whatsoever.