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FastDrawtm Maneuver Preview

The FastDrawtm system was originally designed for live action but works just as well as a tabletop system. The book comes with a full set of combat cards that can be used for training or to resolve tabletop combat. In our tabletop tests, we found that the use of playing cards for draw numbers was the most favored method. Three styles of combat, Martial Arts, Melee, and Shootouts, each with there own specific maneuvers are resolved by throwing a draw number and maneuver for all combatants simultaneously.
Speed, adaptability, and an online game design and support community are at the heart of the Qì system. Simple, instinctive combat with single test resolution keeps the action moving and the roleplaying flowing. Unobtrusive system mechanics that do not bog the players down with tables or complicated math help to maintain the atmosphere of the game and the suspension of disbelief. Self-balancing cost systems and modular rules sets that focus on providing maximum flexibility with minimum hassle allow the players to explore their imagination without being restricted by rigid world backgrounds.

DEFEND
  +1
When a Defend is successful against an attack it nullifies any damage done to you and provides a +1 cumulative advantage to your next attack unless you are grappled. When in a progressive Grapple, it allows you to reduce the Grapple one level. If both you and your opponent Defend, no bonus is assigned and either of you may choose to maneuver away, opening the range between you by a number of meters equal to your Move. A failed Defend still provides a -1 to the damage of the Attack, minimum 1. Whenever your maneuver is unclear it automatically becomes a Defend.
GRAPPLE   +1
A successful Grapple offers a +1 advantage on successive attack maneuvers but not a Defend maneuver. Grapple can proceed to Hold or Throw on the next turn. The attacker may choose to maintain a progressive grapple maneuver and base it on STR instead of REACT, at their discretion. If the attacker decides to make it STR based, the defender can choose either STR or REACT as his base. Once grappled a player should go down on one knee and the attacker is permitted to maneuver around them in point blank range and may even perform additional maneuvers on other opponents in point blank range. The defender may not perform Fastdraw, Kick, Slam, or any Melee attack while grappled.
PUNCH   ( STR )

A basic hand strike attack.
A punch does normal STR Damage.
KICK   STR+1
A kick is a slightly more damaging maneuver than a punch and does STR+1 WC.
 
Sweep maneuvers automatically counter Kicks.
FASTDRAW
Initiates Ranged combat.
 REACT + Fastdraw to determine order of initiative. Proceed from highest to lowest.
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Questions or problems regarding this web site should be directed to [Random Mind Games].
Copyright© 1999, 2004 Random Mind Games. Fastdraw System Copyright © 1994-2004 A. C. Chappell.
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Qì: Cinematic Quantum Reality Role Playing Game, The Actor's Guide to Qì and The Operator's Guide for Qì are trademarks of Random Mind Games. All other products mentioned are registered trademarks or trademarks of their respective companies. The mention of or reference to any company or copyrighted material in these pages is not a challenge to the trademark or copyrights concerned. Any Member postings are the responsibility of the posting Member and may be deleted or edited for content. By submitting to this website the author agrees that all rights including the rights to electronic distribution are the property of RMG.