Getting the Drop

Getting The Drop

You’ve laid a trap for someone in the woods, covered yourself with mud, and mystically stopped all movement for hours on end. But how do you know they’re going to stop there? Getting The Drop allows you to presciently determine exactly where that mook’s going to catch his breath, hide his swag or take a well-needed cigarette break. This schtick allows you to get one free attack just before combat begins—above and beyond any initiative rolls. You must spend at least four minutes in preparation for this schtick to work, and the attack only works once per combat. Once prepared, you cannot move or take any other actions without blowing your cover (and spending another four minutes to hide again). You can allow other player characters to make the same attack, provided you spend an additional four minutes hiding them as well.

It goes without saying that the guards/mooks/motorcycle thugs you’re setting up the ambush for will conveniently stop right where you’re at—provided they have a reason to stop there in the first place (i.e., it’s part of their circuit, they’re traveling through there, etc.). GMs should exercise reasonable judgement when and where this schtick can take effect; as always, they have the final say.

Getting the Drop

Feng Shui: The Lost Island DJSchotte