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Wednesday, December 14, 2011

Fast Company


Fast Company

Fast Company is the name we’re using for a set of abilities that create “action heroes.” These characters are larger-than life heroes who may not precisely have super powers (although they can) but are definitely far above the capabilities of normal men. They can come through a hail of gunfire with only grazes, fight with steel blades as effectively as with their bare fists, and may well be super detectives, costumed crime fighters, or super-spies.

Fast Company characters have reflexes that are far above those of normal humans and may often have exotic training, equipment, and physical toughness.

Covered In This Section

In this chapter we’ll cover:
1.       The Fast Company Vibe: what are Fast Company games and characters generally like? How do you use them in a campaign and who has these Traits?
2.       The Fast Company Traits (Levels 1-4): There are four “levels” of Fast Company allowing the creation of characters from exotic to virtually super-heroic.
3.       Bullet Time (how it works mechanically) And Other Rules: Levels 3 and 4 of Fast Company have a special ability that gives them an “extra Round” for every round “normal people” get. This is called the “bullet round” and is a way of making Fast Company characters faster than mere mortals!
4.       Some other notes around using Fast Company with other Traits.

The Fast Company Vibe

The world of Fast Company is that of cinematic super-spies, costumed crime fighters, and extreme martial artists. Fast Company characters are designed so that:
v  They’re Fast: They have higher Initiatives, more REA, and sometimes even “extra time” that ordinary characters don’t get.
v  They Fight as Effectively Armed As Unarmed: At least against each other, using a sword, your gun is a reasonably even decision. This is because Fast Company characters tend to take less damage from weapon attacks (PEN damage) and deal more damage with unarmed attacks (even if they do not explicitly have martial arts). This makes, for many purposes, the decision to use weapons or not a style issue rather than one of effectiveness.

Fast Company characters usually know they are exceptional but will not generally believe they are “super human.” The standard convention of the games we’ve used these in is that they still ‘fear’ guns but recognize that they can handle themselves against a weapon (you will see how Fast Defenses make guns far less effective against them than they might be).

Examples of Fast Company Campaigns (and Fiction)

Here are some ways you might use Fast Company in a JAGS Revised Archetypes game:
Game
Characters
Notes
Example Fiction
Costumed Crime Fighters
34 AP (L2) or (??) L3, 50 CP
The characters are costumed crime fighters who each have some kind of special origin and motivation (whatever caused them to become crime fighters). Some may have special gear or even unusual capabilities like (perhaps) low-level psionics—but none of them are flashy, car-throwing, ‘four-color’ super heroes
Watchmen, Batman, Blind Fury, Remo Williams
Super Spies
22 AP (L1), 50-75 CP
The characters are members of an elite secret government team who have extensive exotic training and weapons. They usually handle missions that even “ordinary” special forces can’t manage
Mission Impossible, Bourne Identity, Kim Possible (Family Friendly Fast Company!)
Super Warriors
L3 or L4, 50 CP
The characters are extreme examples of peak-human-performance and can, as a very small group, turn the tide of a war.
Captain America, The Matrix, Rambo



Fast Company Levels 1-4

We’ve broken the traits down into four basic levels from “very tough” (level 1) to “virtually super-heroic” (level 4). We’ll describe each of these Traits and what the specific abilities mean.

Bonus Type
Applying The Bonus
Dodge Ranged Attacks
Fast Company have extremely good senses, instincts, and reflexes when it comes to avoiding damage. They can dodge ranged attacks at no negative. NOTE: they also get 8 CP in Acrobatics (which will likely give them Level 3, 13- Acrobatics with which to dodge for only 3 REA instead of the normal 5 REA).
Full AGI Applies Vs. Ranged Attacks
Most characters only get half their AGI bonus rounded down against ranged attacks but Fast Company characters get their full AGI Bonus (AGI-10) applied to both HTH and Ranged attacks).
Fast Defenses
Fast Company characters are extremely good at avoiding damage and get negative damage modifiers applied against incoming attacks. These are:
v  Damage Mod -8 against PEN damage attacks (swords, knives, bullets, etc.)
v  Damage Mod -4 against IMP damage attacks (HTH, blunt weapons, falls, etc.)
v  Optional: Damage Mod -10 against long arms (rifles, heavy weapons) and explosions.

These damage modifiers are applied before checking for PEN Doubling (so a gun shot that hits by 9 goes to a hit by 1 and does not double). The optional defenses make the character very resistant to heavy weapons and may be more suitable for L3 and L4 style games (where the characters may be literally expected to take on the army—although even then, probably, not directly).
Natural Acrobat
Fast Company characters have innate balance and reflexes and get 8 Character Points in Acrobatics skill. They are encouraged to buy Level 3 so as to take advantage of their Dodge vs. Ranged Attacks.
Extra Initiative
All Fast Company characters get +5 Initiative.
Extra REA
Some Fast Company characters get +3 REA as well as the +5 Initiative. Note that REA also adds to Initiative so a L2 Fast Company character with 13 REA would get +3 REA (total of 16 REA) and then +5 Initiative for an Initiative roll of a 21-!
Extra Damage Points
Fast Company characters are tough and get extra Damage Points.
Combat Techniques
Fast Company characters deal extra damage with unarmed combat. Note: this is Impact Damage that is added to unarmed blows. It does not add to any weapon attack (including clubs or staves).
Bullet Round
Some characters get a “Bullet Round.” This represents extraordinary speed and has several game effects. The short effect here is that characters with a Bullet Round get an entire extra round of action with full REA before each normal round in which characters without a bullet round may only dodge/block if they choose. We’ll explain how this works in more detail in a special section below.
AP’s in GATS
Fast Company characters are expected to be extraordinary in other ways too and most of these packages come with specific APs for the character to spend on Generic Archetype Traits. These may further raise the damage the character does (or increase speed, give 1 REA attacks, etc.) These GAT points are “built in” to the total cost.

Fast Company Packages


These are the four levels of Fast Company.

Fast Company Level 1

TAP [.50,.41,.38]
Description: You are an action hero of some sort! You are recognizably mortal but can probably handle two or three semi-trained opponent tough-guys without breaking a sweat. You might be an elite special forces agent, a wandering martial arts master, or an exotically trained assassin. Possible examples:
v  Indiana Jones, John McClane, Members of GI Joe?
Bonuses


Notes
Dodge Ranged Attack
YES

Full AGI Bonus vs. Ranged Attacks
YES

FAST Defenses
YES
-8 PEN / -4 IMP
Natural Acrobat
YES
8 CP in Acrobatics
Extra Initiative
YES
+5 Initiative Rolls
Extra REA
NO
No bonus to REA
Extra Damage Points
YES
+10 Damage Points
Combat Techniques
YES
+6 HTH, A-Cost +3 AP
Bullet Round
NO
No Bullet Round
GAT APs
YES
4 APs in GATs
Trait


8
16
24
32
40
48
56
64+
Fast Co L1
N/A
N/A
22
24
27
30
33
35

Fast Company Level 2

TAP [.59,.56,.47]
Description: You are a superior action adventurer.  You can handle multiple tough opponents and excel in “doing the impossible.” Possible examples:
v  James Bond, Jason Bourne, Khal Drogo, most of the Watchmen
Bonuses


Notes
Dodge Ranged Attack
YES

Full AGI Bonus vs. Ranged Attacks
YES

FAST Defenses
YES
-8 PEN / -4 IMP
Natural Acrobat
YES
8 CP in Acrobatics
Extra Initiative
YES
+5 Initiative Rolls
Extra REA
YES
+3 REA
Extra Damage Points
YES
+12 Damage Points
Combat Techniques
YES
+7 HTH, A-Cost +4 AP
Bullet Round
NO
No Bullet Round
GAT APs
YES
8 APs in GATs
Trait


8
16
24
32
40
48
56
64+
Fast Co L2
N/A
N/A
N/A
32
37
41
45
46

Fast Company Level 3

TAP [.81,.69,.59]
Description: You are nearing the level of super powered. At this level you get a Bullet Round which effectively doubles your REA! You are an elite fighting machine. Possible examples:
v  Ozymandias of the Watchmen, V, The Bride
Bonuses


Notes
Dodge Ranged Attack
YES

Full AGI Bonus vs. Ranged Attacks
YES

FAST Defenses
YES
-8 PEN / -4 IMP
Natural Acrobat
YES
8 CP in Acrobatics
Extra Initiative
YES
+5 Initiative Rolls
Extra REA
NO
No bonus to REA
Extra Damage Points
YES
+14 Damage Points
Combat Techniques
YES
+4 HTH, A-Cost +4 AP
Bullet Round
YES
Bullet Round
GAT APs
YES
12 APs in GATs
Trait


8
16
24
32
40
48
56
64+
Fast Co L3
N/A
N/A
N/A
N/A
N/A
N/A
56
59


Fast Company Level 4

TAP [.97,.81,.69]
Description: At level 4 you are the outer-limit of human potential (in fact, when this gets mixed with four-color supers the AP-cost chart will be extended out to 128 AP or more!). You are a blur of attacks and defenses. Possible examples:
v  Neo, Batman, Doc Savage, The Shadow
Bonuses


Notes
Dodge Ranged Attack
YES

Full AGI Bonus vs. Ranged Attacks
YES

FAST Defenses
YES
-8 PEN / -4 IMP
Natural Acrobat
YES
8 CP in Acrobatics
Extra Initiative
YES
+5 Initiative Rolls
Extra REA
YES
+3 REA
Extra Damage Points
YES
+16 Damage Points
Combat Techniques
YES
+4 HTH, A-Cost +4 AP
Bullet Round
YES
Bullet Round
GAT APs
YES
16 APs in GATs
Trait


8
16
24
32
40
48
56
64+
Fast Co L4
N/A
N/A
N/A
N/A
N/A
N/A
N/A
64

Possible Examples
We’re aware that we could spend the rest of our lives arguing about whether the specific examples make sense (is James Bond actually a tough guy like Khal Drogo or Jason Bourne?). We picked these to be somewhat relevant (and some of them are showing our age) and to be interesting. If you don’t feel they belong there, that’s fine—it certainly isn’t scientific.


Some Additional Rules

Here are some additional notes to follow up with.

The Bullet Round

The Fast Company ‘Bullet Round’ capability requires some further explanation. Here is how it works:

Before each “normal Round” there is a Bullet Round (and, if playing with optional/advanced rules, possibly more than one). Anyone with a Bullet Round can take a full Round’s worth of actions normally during that Round. Other characters can only take defensive actions: Blocks or Dodges.

If only one character in the battle has a Bullet Round then it’s easy—they just get to take a full Round and then they roll Initiative like everyone one else for the “normal Round.”

If several characters have Bullet Rounds then there is a Bullet Round Initiative and everyone with a Bullet Round rolls Initiative and they all take their Turns normally and then they do it all over again for the “normal Round.”

The key thing to understand is that in terms of “in-game reality” this Bullet Round happens ‘really fast’ in the same time frame as the ‘normal Round.’ This in effect can:
v  Double weapon’s apparent rates of fire (if the Bullet Round character fires both on the Bullet Round and the normal round)
v  Double Bullet Round character’s movement rates (they can move normally on both rounds)
v  Allow characters with Bullet Rounds to “get things done” at twice the normal rate (at least in combat).

Things Re-Set During a Bullet Round

If I have a blast that requires a Round of Charge Up it’ll charge during my Bullet Round. If I throw a Cross during my Bullet Round I’ll lose the negatives when I get to go on my normal round (and vice-versa: if I throw a cross on my Normal Round it’ll re-set during my Bullet Round next Round).

You Don’t Fall Twice As Fast

You don’t fall twice as fast though—during a Bullet Round you won’t fall. Cars don’t move during Bullet Rounds (generally—that’s optional if the driver has a bullet round and the game wants to make a distinction between Fast Co drivers and normal drivers—but that means the car is “effectively moving twice as fast”).

Continuing Attacks Generally Do Go During a Bullet Round

Fire will “burn” during a Bullet Round and poison, if there is continuing damage, will go during the Bullet Round.

As an advanced rule, however, the group can only run those effects during a Bullet Round if they came from a source with a Bullet Round. This gets complex. The rationale behind having a continuing effect strike during a Bullet Round is because we think it’s easier to play that away.

Explaining The Bullet Round

Bullet Rounds are a meta-game rule: there is no specific in-game explanation for them. Perhaps if the game is very metaphysical the character is literally “outside of time” a bit—but otherwise the explanation is simply that the character is very, very fast and the game rules are constructed to support that. In other words, don’t get hung up on it.

Getting Caught Flat Footed

Fast Company defenses: the negative damage modifiers against PEN and IMP attacks are meant to represent a combination of extreme mobility and the ability of Fast Co characters to innately sense incoming damage. If the character is caught “with a  gun to their head” they might not get that bonus (same if they are held completely still).

Our general ruling is that if a character is “caught by complete surprise” they lose their negative Damage Modifiers and AGI Bonus against 1 shot until there is some kind of diversion. This construct allows Fast Co characters to be captured until they can come up with a distraction to escape.

This works well so long as everyone involved understands the conventions at play: in a gritty more realistic game where capture is going to lead to swift execution we would expect the GM or Players arranging “complete surprise” so they can shoot other Fast Co characters in the head to be extremely difficult.

Similarly, if the character hugely restrained (under a pile of security guards or ankle cuffed with hands also locked behind their back?) then they would likely lose the bonus—but, again, this is intended to support genre conventions and we think the group needs to be on the same page with respect to what everyone thinks is fair (the GM will make the ultimate decision).

Fast Company and Gear

Super Spies and costumed crime-fighters may have things like special weapons, exotic security-defeating devices, or even things like ultra-lightweight body armor. It is certainly acceptable to use the GAT points for this buying off the gear list or buying other abilities and making them into gear.

However, in many games characters will have the choice of whether or not to carry “normal” weapons. In these games the characters are generally not paying AP for weapons but might pay APs (or Mod Points) for exotic or upgraded weapons.

In these cases the character will get to carry a 4 AP weapon (a hand gun, a sword, a staff?) for ‘free.’ If they wish to spend APs (through Mod points or building on the 4 APs) to upgrade their weapon, that’s fine. They might also be allowed to carry exotic weapons or have other 4 AP attacks (so long as they don’t add to the unarmed damage).

3 comments:

  1. I've got one of those mixed mechanics/philosophy questions I'm prone to.

    One of the stated goals for the Fast Company rules is to make the choice of weapon or non-weapon operation largely a style choice. But it occurs to me that unless you run the game in a pretty heavily stylized way, that doesn't entirely work. Let me explain why, and perhaps you can tell me why you disagree.

    1. Guns. Guns, whatever their other traits, provide range. Unless characters are even faster than FC characters seem to be (i.e. have the equivalent of super-speed), there's going to be a strong benefit in many circumstances to having a ranged attack, given the movement speeds in JAGS. That seems to make them more attractive than melee combat even if other things are flattened out.

    2. Unarmed. Being best unarmed means you're always going to have the advantage of having your primary combat tools with you, no matter whether you're breaking out of capture, going through airport security, or whatever. That seems to make it the superior choice in that regard to an armed build.

    You can argue that these two work and balance a bit against each other, but if either one of them is significant it seems to leave the other down, and either or both of them make melee weapons a bad choice.

    Thoughts?

    ReplyDelete
  2. It's a good question. Here's the thinking: The goal isn't to make them all completely even (I mean, if we could, yeah--but I don't see that as all that feasible)--but rather to mitigate normally huge advantage gun-users have over unarmed characters.

    It's also to balance guys with Katanas against bare-handed fighters more than they'd normally be.

    I'm a lot less worried about guys with blunt weapons (Staff fighters? Nunchukau?).

    A guy with a sword will carve up non-fast co characters faster than his unarmed team-mate but will have a harder time against another Fast Co guy.

    In terms of "not having the weapon" I do think that's a good question. There are likely places you can't get your gun or sword--but in the world of Fast Company, like the world of, say, Kill Bill, there might be fewer of them than you'd think.

    But, yes, on the balance, characters with melee weapons are going to probably face /some/ greater defects due to having some of the worst of both worlds (a character who can have any weapon might well prefer a gun to a sword) but if we assume that a lot of fights happen at pretty close range and a good number are against non-fast co guys, I don't think the sword master is going to complain too much.

    -Marco

    ReplyDelete
  3. Another note: Unarmed damage is less expensive than sword damage, which (in turn) is less expensive than gun damage -- all of this, to balance in the simulator.

    The simulator provides a fairly simplistic tactical situation: you start out -- at most -- a long move away and there's no cover, no place to hide, etc.

    In a real game, tactics matter and people with ranged weapons usually (but not always, as you point out) have more options. In the game we're playing now 50% of the party has chosen to be unarmed... and it's worked out reasonably evenly. One reason is that in the dungeon environment fights often happen in close quarters (or at most a long-move away), but I think that choice speaks to the relative balance of the different options. The game is *not* fast company... but it is supposed to provide three balanced options (gun / sword/ unarmed) much like fast company will.

    rnsrnd

    ReplyDelete