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=Extreme Vengeance= ; Game System : Extreme Vengeance ; Pitch : This Monday, we'll be playing at Cardhaus Games at 6:30 again. I'm running a game called ''Extreme Vengeance'' (see [http://www.rpg.net/news+reviews/reviews/rev_36.html review on RPGNet]), in which you play action stars in a rip-roaring action movie. You'll need a lot of d6's to play - I recommend bringing 10 or more if you're coming. By the way, ''Extreme Vengeance'' isn't indie, but it's out-of-print and cool. ; Game Master : Clinton R. Nixon ; Players : Alan, Mark, Laura, Matt Wilson, Ed Freeman ; Characters : 6 ; Date : December 9, 2002 ; Technical Notes : ; Recaps : '''Alan:''' We played Extreme Vengeance, which was a blast. It does a pretty good job of recreating the feel of an action movie. Characters are defined by an adjective and a noun, like Grim Agent, or Maverick Cop. There's lists for each and each contributes towards the stats of Guts and Coincidence, and also provides "Repretoir" which are schticks like "Slo Mo", which lets a character dodge all damage for a scene, "multiple angles" which does extra damage for each extra angle on a shot, and my favorite, "Go Ballistic", which adds damage incurred in the previous scene to your dice pool. Guts is used for every action. Coincidence rolls are used to put convenient elements or props into the story. A main cast character can never die and wounds fade between scenes - but is you ever run out, you're captured and have to fight your way out or be rescued. : So much happened in the game tonight that I don't remember it all. I will say it was great fun and the system had some interesting design elements. ; Player Thoughts : ; Additional GM Thoughts :
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