The Big Guns

The Big Guns

Only the world’s most powerful agencies can call in The Big Guns. Groups without Authority (like spies) may still have access to The Big Guns, though. The Big Guns are the large-scale, deus ex machina-style attacks that desperate characters use to escape certain death… or give a mighty finger to the bad guy.

The Big Guns allows for a single attack to be made by some far-removed force of monumental power, like an air strike or an orbital laser, once per adventure. The GM decides when the schtick is available again. The Big Guns affects a whole fight scene (except those who know it’s coming) and eliminates all unnamed characters. The more schticks the group has in The Big Guns, the more damage the massive attack does. One schtick: 20 damage; two schticks: 30 damage; three schticks: 40 damage. Three schticks is the limit.

The Big Guns

Feng Shui: The Lost Island DJSchotte