Gun Fu - How to handle?

By Lukey84, in Star Wars: Edge of the Empire RPG

I was recently informed of "Gun Fu" and that a player wanted to make use of it. It seems like this would be an option for Ranged Light, but Ranged Heavy would seem really tough. Aside from using advantages or triumphs in combat, how would you rule the use of Gun Fu?

Would incoming melee attacks gain the added Boost dice for being against a fighter equipped with a Ranged Weapon still? Any assistance is appreciated as to the mechanical aspect of this.

Use Ranged Light skill with Two Weapon Fighting as needed, Roll the dice and describe the results as comically silly waving of your PCs guns around.

Sounds like someone is making a custom skill.

"Entertain"

Sounds like someone is making a custom skill.

Seriously though a PC's Ranged Light Skill and some narration is all you need, the better at the Skill the PC is the more Advantages and Triumphs they will generate and spend to add any special effect they wish to describe. There is no need for a new skill.

I wasn't planning on a new skill. I'm trying to figure out how he would assemble his dice pool for difficulty and also inbound combat difficulties. The PC is a noghri using the model 38 slugthrower rifle.

Seriously though a PC's Ranged Light Skill and some narration is all you need, the better at the Skill the PC is the more Advantages and Triumphs they will generate and spend to add any special effect they wish to describe. There is no need for a new skill.

I wasn't planning on a new skill. I'm trying to figure out how he would assemble his dice pool for difficulty and also inbound combat difficulties. The PC is a noghri using the model 38 slugthrower rifle.

Seriously though a PC's Ranged Light Skill and some narration is all you need, the better at the Skill the PC is the more Advantages and Triumphs they will generate and spend to add any special effect they wish to describe. There is no need for a new skill.

You really don't need to do anything special mechanically the Skill takes into account different styles. You could however re-skin some Talents that makes sense to the PC's style. I'd go through the Talent list with the Player and see if anything matches and if not just determine the actual mechanical effect (Add a Setback etc.) and replace a similar Talent in the tree the PCs is using currently, or just add it with an appropriate EXP cost. The system is flexible as long as the costs are about the same.

Edited by FuriousGreg

Sounds like someone is making a custom skill.

Sounds like someone just saw Equilibrium for the first time.

If he's using the rifle as an improvised Melee weapon, a jaunt down the right side of the Recruit talent tree might be in order!

Two-weapon fighting isn't necessary, or warranted with a two-handed weapon :) BUT if he was treating the rifle as an improvised Melee weapon, I suppose he would be able to use that in one hand while he used Brawl in the other. Then it would just be standard Two Weapon Fighting rules: Brawn + the worse between Brawl & Melee against a Formidable (4 purple) difficulty.

Not much bang for buck there :) I'd suggest the flurry of attacks be cinematic.

It really depends on what you're trying to do in combat.

I think if you're going to do the full Hong Kong action movie/Matrix gun fu, then you need the signature ability Last One Standing from the Dangerous Covenants sourcebook. A couple of Destiny Points, a successful combat check, and you can pretty much write your own script.

Having said that, honestly just a good ranged skill and some storytelling ability is all that's required. Multiple advantages and triumphs can give the PC boost dice to hit, give the opponents setback dice to their actions, or even take minins out of the game entirely. As an example, a successful Ranged (light) attack with two pistols hat generates two advantage could represent the PC wowing the NPCs enough that the next two attacks against him get a Setback die, or he lands right in the middle of the minion group, surprising them and giving him two boost dice to his next attack. I might offer one or two common sense restrictions, though--he can't move without spending a maneuver, for instance.

The best part is that the big difference is in the narration, rather than the mechanics. I say there is no difference mechanically between a gun-fu expert and Han Solo blasting stormtroopers behind crates. The only difference is in how the successful roll is explained.

The hired gun option is one, another could be to look at the talent tree of the gunslinger in the upcoming Smuggler book... It may have what you're looking for.

What the player really wants to know is 'how do I circumvent the +1 difficulty modifier for using Ranged (Light) while engaged and also avoid any opponent engaged with him adding a boost die to his next Brawl or Melee check?' (CRB p. 210)

The short answer is, you can't within the current RAW. You could create a new custom specialization and talents, but using advantages as mentioned above is the way to go.

Using the Tabel 6-2 as a guide with quick attempts at narratives:

2 Adv or Triumph: Perform a free maneuver (Assumes Guarded Stance to block incoming attacks)

2 Adv or Triumph: Add Setback to the targeted character's next check (Flash goes off in opponent's eyes, throat punch causes him to cry like a baby, shirt gets pulled over his head, etc.)

3 Adv or Triumph: Gain +1 melee defense until the end of the active character's next turn (Gets into a position behind were its harder to hit him.

3 Adv or Triumph: Force the target to drop a weapon

Triumph: Criticals or upgraded the target's next check.

Useful "Gun Fu" Talents:

Point Blank [Commando, Gadgeteer, Marshal, Mercenary]

Natural Marksman [Commando, Marshal, Mercenary]

Deadly Accuracy [sharpshooter, Assassin, Gadgeteer, Mercenary]

Dynamic Fire [Recruit] (though of dubious effectiveness, thematically it's a must)

Maybe take some defensive talents like Sixth Sense, Side Step and Dodge.

Garnish with things like Quick Draw and Quick Strike, maybe True Aim (though very effective, that one seems a little "off theme").

Edited by Col. Orange

I guess gun-fu could be a cool way to describe the Last One Standing Hired Gun Signature Ability. Sure it only works on minions, but it sounds cool, and as the GM it's a good way to let him show off his skills.

Garnish with things like Quick Draw and Quick Strike, maybe True Aim (though very effective, that one seems a little "off theme").

Plus there's Defensive Stance (Bodyguard, Enforcer, Gadgeteer, Marauder, Outlaw Tech)

Garnish with things like Quick Draw and Quick Strike, maybe True Aim (though very effective, that one seems a little "off theme").

Plus there's Defensive Stance (Bodyguard, Enforcer, Gadgeteer, Marauder, Outlaw Tech)

True. I was thinking about the "geometric, probability...get-the-crap-out-of-the-way-of-where-they'll-be-shootin' " Gun Kata thing, but defence against meat heads close combat specialists should not be ignored.

Edited by Col. Orange

....maybe True Aim (though very effective, that one seems a little "off theme").

True Aim: about 1 minute and 50 seconds in:

Though not a "gun kata," I could see a gun-fu practitioner doing exactly this.

Equilibrium.

Ever since I picked up Agility 5, I've been waiting to bust out with the exhibition manual of arms.

"Whoa, never seen Streak with a rifle before, wow!" :)

I am confused why a player would want to use this "Gun Fu". From everything that is written about it, it is as useful as the dance moves the light saber users do. It is "pretty" but isn't for damaging at all. Seeing as it was designed by a Director for better cinematic gunplay I would think "using Gun Fu" would force any weapon used in this style to Stun damage with a "quality" of knockdown. Other than that anything that makes this into a combat with real damage is confusing what the point of Gun Fu is.

By definition Gun Fu is using weapons in a cinematic way to look better on camera. Last I checked unless it was an accident (aka rolling a Despair) nobody is ever intended to die during the filming of a movie, especially one using Gun Fu.

That is just my take on it.

I am confused why a player would want to use this "Gun Fu".

Same reason a player would want his PC to be an expert freerunner. It's "cool."

I am confused why a player would want to use this "Gun Fu".

Same reason a player would want his PC to be an expert freerunner. It's "cool."

Gun-fu...Yeah, what's with people trying bring this far-fetched hollywood stuff into my Star Wars universe? Why can't I just play a normal, believable game with regular-old aliens who don't hold their blasters sideways and jedi who use a more realistic kendo style of fencing. Come on people, get with the program here. :huh:

I am confused why a player would want to use this "Gun Fu".

Same reason a player would want his PC to be an expert freerunner. It's "cool."

PARKOUR!!!

I am confused why a player would want to use this "Gun Fu".

Same reason a player would want his PC to be an expert freerunner. It's "cool."

PARKOUR!!!
:)