Verona 2020
(back to fair verona)

These Violent Delights Have Violent Ends
there are rules to every game, even civil blood on civil hands

Heat Wave Rules
(from Dark Metropolis)

Hot Weather & Body Armor
Hot Weather:
Light Armor - no penalty
Med armor w/ nothing else - no penalty
Med armor w/ any other clothes - +1 EV
Heavy armor - +2 EV

Very Hot Weather:
Light Armor - no penalty
Med Armor +1 EV
Hvy Armor +2 EV
+1 EV per layer after first.

Keeping Your Cool
"for now these hot days is the mad blood stirring"

During times of hot weather, it gets hard to keep one's cool, literally and figuratively.
Whenever confronted with a failed facedown or adverse situation, a character has to make a cool roll to keep from snapping in some way.
  • Cool roll failed by 1 or 2 - character must vent verbally or physically against some object
  • Cool roll failed by 3 or 4 - character must verbally assault the person or cause of te cool check
  • Cool roll failed by 5+ - character opens fire!
  • Reduce character's cool stat by 1 per EV of armor worn (including heat-modified EVs) due to irritability caused by extreme overheating.

Rep, Verona Beach Style
Rep equals Special Ability, Pistol or Intimidate (whichever is higher)
+1 if using a Sword firearm
+1 for winning 5 facedowns in a row
+1 for winning 10 facedowns in a row
+1 if an aknowledged leader of others
-2 if not of House Montague or Capulet

Facedowns on the Beach
During our normal 'Punk games, we pretty much ignore the facedown rules presented in the 2020 manual. But it comes into its own in the gun-heavy / armor-light environment of Fair Verona.

Each person heading the Facedown rolls Cool + Rep + d10
(+2 if on their home turf)
(+1 for the aggressor)

difference of 1 - we have a standoff.
2-4 - advantage is gained by the winner.(+2 on next action)
5-9 - complete win.(+4 on next action or end conflict)
10+ - loser must make a cool check as above, but if it is failed at all, he or she must attack at -3 initiative and -3 on all actions for the first 2 turns.

In the first scene of the movie, Abra wins the facedown by 1, but gains a +1 for being the aggressor, making it a 2 point win, not giving him a full win, but giving him the upper hand. BOO! He exclaims, catching the Montague Boys off-guard.

Style Above All
This rule is to increase the amount of stupid, err, stylish things that players will do. For example, in the movie, Tybalt jumps between two gas pumps while firing both of his Rapier 9mm's. That's something like -3 to hit for firing two weapons, -3 with his bad hand, -4 for jumping and firing... -6 and -9 to hit. Why not just stand there and actually HIT Benvolio? Style.

Every time a character does something stylish that interferes with his ability to do it well that character puts a style check beside the skill(s) involved (in Tybalt's case, Athletics and Handgun). A maximum of 5 style points can be gained in one skill during one game. During IP assigning at the end of the session, each Style point directly translates into an IP (in addition to whatever IP the GameMaster hands out). Also, should a character get 4 or 5 style points in one skill in one game session, there is a 60% / 80% (respectively) that he or she gains one Rep.



(Setting) + (Characters) + (Vehicles) + (Weapons) + (Rules)