Admiral Duck Sauce 2013-04-11 17:10:27
Yes, and yes, but I think you should go with what you know best re: skill choices. 2 bonus dice would only turn your CON from 1 to 3 dice, but you'd be rocking TERROR at 7, or even KILL at 5 dice. With traits, you could maybe make a good showing with COOL (or even CON, but it doesn't seem like it'd be an efficient use of resources).

I'm going to take 5 Teamwork dice and hope it doesn't backfire. That'll leave my CON at 10d6.
Admiral Duck Sauce 2013-04-16 13:08:05
Man, I could not have hoped for better rolls. Whew.

Old Man's 3x2 goes first. It wipes out my 2x5.
Reiko's 2x6 kills my 2x4.
Her dad's 2x5 can kill Hammer's 2x4, but I'll use my ability to Take One For the Team (any Agent-level character may choose this once per exchange), and shift that onto my 2x3.
Reiko's 2x4 kills my 2x2.
That leaves me with a 2x1 and Hammer with a 2x4.

Old Man Takematsu is SUCKERED and out of the conflict, while Reiko and Oddjob are SHOT by Hammer (but aren't Bleeding Out yet).
Dieter 2013-04-17 14:14:52
I'm in the process of doing the narrative. Hopefully it will take less than a fortnight to complete.
Dieter 2013-05-01 14:20:14
Things have pretty much gone tits-up.

Reiko is definitely going to try and KILL Trojan for 6d.

Admiral Duck Sauce 2013-05-07 15:34:45
That's a wash! I'm out of Traits, and we didn't set up helping dice, so unless Hammer breaks out his baseball bat trait and scores another match, we'll all take an effect from the skills we chose. Hammer will be Hesitant, I'll be Shot, and the opposition will upgrade from Shot to Bleeding Out.
Dieter 2013-05-09 09:31:51
And that's the game, folks. I hope everyone had a good time. For next game, I was considering a 1930's pulp game.