Gun Fu - How to handle?

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

As for handling parkour and/or freerunning (which are close but not quite the same things), I was able to pull it off pretty well with a PC via Athletics, the Enhance basic power, and two Force dice. Never did get around to picking up Force Leap, though being able to simply "leap" to any spot within range would really boost one's terrain traversal prowess.

Fatedtodie,

In practice, the notion of "gun fu" is fairly silly. But then so are a lot of what you see in fight scenes of films, be it with guns, fists, or melee weapons (which is often referred to as "Flynning" after Errol Flynn's rather noted lack of skill in fencing in contrast to the people he was dueling with in his movies). Bruce Lee was noted as saying that in a real fight, you wouldn't see him doing the flashier stuff he did in his films, but that he'd use the simplest and most direct method of ensuring his opponent was no longer a threat to him.

One of the things that I and others liked about the Christopher Nolan Batman films was that Batman generally didn't waste time with fancy fight scenes: he fought in such a way to take down his opponent as quickly and definitively as possible. You even see a bit of that with Steve Rogers in Captain America: Winter Soldier, where at the beginning you have Steven disabling the mercenaries as quickly and efficiently as possible. The only times we really saw a drawn-out fight scene in that film was against Batroc (at which point Cap was probably indulging himself as the mission was pretty much completed by that point) and the Winter Soldier, who was on a similar physical level to Cap and thus a major threat on top of the psychological issue of it being his childhood buddy so odds are Cap wasn't going "all out" like he would have against most other opponents.

But by the same token, while it was mostly a whole lot of Flynning with some witty banter, one of my favorite fight scenes in cinema is the duel between Inigo Montoya and Westley in The Princess Bride. Helps that according to the author, they were both masters with nothing personal at stake in that fight and each decided to have a little fun since fighting an opponent of similar skill would be a rare occurance.

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.

This is pretty much the best way to handle "Gun Fu" or "Gun Kata" type stuff.

That and the application of various talents, such as Dodge to make the shooter harder to hit, as well as Superior Reflexes and Sixth Sense for some "always on" defensive traits. True Aim as well for those shots that by all rights shouldn't work or even come close to hitting yet still do.

With Fly Casual (the Smuggler career book) having a Gunslinger specialization, maybe we'll also get some new talents that would lend themselves to a "gun fu" type of feel.

Warning: Massive amount of fan service, may not be safe for work.

Here's what I think of when I think of Gun Fu.

Edited by kaosoe

I'm shocked that nobody has suggested the Colonist - Performer and the Distracting Behavior talent. That's essentially what you're doing - shooting someone with a blaster while jumping and rolling and waving your hands around in a distracting manner. A little extra strain and his opponents get automatic threat.

Seems like a perfect fit and a no-brainer. Problem solved!

I had a situation come up last night where he wanted to drop down from a ceiling and knock the guns out of the hands of 2 guards and then grab them by the throat, but he didnt actually want to hurt them. I had him do a coordiantion check instead of brawl and all was well, not sure if I made the right call though.

I had a situation come up last night where he wanted to drop down from a ceiling and knock the guns out of the hands of 2 guards and then grab them by the throat, but he didnt actually want to hurt them. I had him do a coordiantion check instead of brawl and all was well, not sure if I made the right call though.

There's probably no "one right way" to handle something like that, so I'd say your solution is as good as what anybody else could suggest.

I had a situation come up last night where he wanted to drop down from a ceiling and knock the guns out of the hands of 2 guards and then grab them by the throat, but he didnt actually want to hurt them. I had him do a coordiantion check instead of brawl and all was well, not sure if I made the right call though.

I'm curious. What difficulty did you assign to the task?

I treated it like a melee attack against an engaged enemy, 2 difficulty. Looking back on it, a setback would have been appropriate as well since he was jumping out of a vent. I was a bit "done" with the round by that point though and just wanted him to have at it, he was happy and the rounds ensuing made up for my frustrations.

The coordination check was 5 success and 3 advantage so he did 0 damage but let him add a boost dice to his next check for the neck grab and also he disarmed them both. They used a maneuver to break free, add a setback dice for grappling, one of them picked up his weapon and successfully hit against 3 reds and 1 purple at engaged range.