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all material © 2002 Tim Denee

This is a game about insane, cinematic action. Complex webs of tangled relationships. Explosive, coincidence-rife climaxes. Dirty cons and cockney professionals.

It is based on the movies of Guy Ritchie. Everyone who is playing should have seen at least one.

You will need some paper, some pens, and a big pile of counters to represent misfortune points, (I suggest poker chips or playing cards, but anything will do).


Getting it done

We’ll get to making your characters in a moment, but first you need to know the way things work.

When players come up against a problem, they’re going to need to know how to sort it. It’s quite simple, really. They can choose whether they succeed or fail.

If they choose to succeed, good on ‘em. They can narrate what happens as they see fit, (within reason).

If they choose to fail... Well, firstly they should choose to what degree. Then, they can look at the handy chart below and see how much misfortune that’s worth. They narrate the outcome according to those guidelines, and the appropriate amount of misfortune is added to the players’ pile. Note that there may be coincidental benefits built into a failure.

If you’re in conflict with someone, declare whether you want to succeed or fail. It works like this:
- If you choose success, the person with the highest vinegar gets to narrate as they see fit. If you have equal vinegar, each side gets to choose what happens to the other. This normally results in carnage.
- If you choose failure, you have to narrate a failure to a degree of misfortune equal to your opponent’s vinegar. So if I’m fighting someone with vinegar 15, and I choose failure, I have to narrate a failure equal to 15 misfortune. I gain the 15 misfortune as normal.
Note that the person running the game (the GM) can never choose failure, so you’ll never have a clash of misfortune. Unless of course the players fought each other, but that’s not going to happen, now is it?

Misfortune:
1-3: just a bit of bad luck, nothing too extreme. Calm Charlie fails by three misfortune trying to steal a car; he opens the door and the alarm goes off, notifying the entire neighbourhood. In a fight: a few cuts and bruises, a hurt ego.
4-6: you’re in for some shit, but you’ll survive. Charlie smashes the window and is busy hot-wiring the car when he realizes it’s his brother’s car. In a fight: some blood, a black eye or two, maybe a broken bone.
7-9: you’re walking a very thin line, my son. Charlie smashes the window and is busy hot-wiring the car when he realizes it belongs to Mack the Knife, a hitman with a vicious reputation. In a fight: a few broken bones, lots of blood; you’re knocked out.
10-12: you’re fucked, mate. Charlie starts the car up, looks behind him, and sees a corpse in the back seat. In a fight: serious internal injuries. It’s the hospital for you, boy.
13-15: you got life insurance? Charlie breaks into a car just as the thugs looking for him turn the corner. He tries the ignition. Nothing. The fucking thing’s got no engine! In a fight: you’re six feet under, my friend.
16-18: the shit has hit the fan. Charlie breaks into a car just as the thugs looking for him turn the corner. He looks to his left and sees the thugs’ boss, Arson Arnold, pointing a gun at his face. In a fight: it’s a massacre. You’re ripped apart.
19-20: ground zero. This level of failure always involves death and explosions. Charlie starts the stolen car up, and it explodes. In a fight: they’ll be scraping you off the pavement for weeks.

Piss is an attribute which only the main characters have. Piss points are strictly one-use each. You can use more than one at a time, if you like. They either raise your vinegar by five for one confrontation, or they save you from a situation of certain death. Either way, you narrate the outcome, showing how your stupidity saved you, (in many cases, being fucking stupid may look like being fucking brave). You can use piss points to save the life of another main character; this costs you two rather than one. You cannot raise the vinegar of another main character.

Characters

To create your main characters, all you need to do is decide on a name, and then distribute 10 points between your piss and vinegar. Piss is how fucking stupid you are. Vinegar is your balls, how tough you are.

Dan
Piss 2
Vinegar 8

Reggie
Piss 6
Vinegar 4


The players decide on some bad luck that recently afflicted them all; the ‘downer’. Example: Dan and Reggie are con men who have just accidentally sold a ming vase worth half a million pounds. They thought it was a fake.

Note that guns and weapons and stuff have no effect in Collision; sure, they look nice, but if you’ve got enough balls you won’t need ‘em. And if you haven’t got enough balls, they won’t help you.

The Setup
Now, you’re all going to brainstorm together and come up with at least six secondary characters. Put ‘em all on a piece of paper and connect them up with various relationships. The more tangled the better. Here’s some guidelines to secondary character creation:

The Name: the name can’t just be “John Smith”; it has to allude to some sort of character gimmick. “Bullet-tooth Tony”, “Franky Four-Fingers”, “Boris the Blade”. You can have ordinary names, but these should be short and sharp; “Vinny”, or “Sol”. You don’t actually have to have a specific gimmick associated with the name; just think of something that sounds a little weird, and link it with a normal name; “Fish-and-chips Freddy”, “Harold the Automatic”, or “Tommy Toilet-bowl”. Alliteration is a nice touch.
The Stereotype: all secondary characters should be an easily recognizable stereotype; hitman, thief, drug dealer, diamond dealer, crime boss, and so on.
Organization: if the character is the head of some sort of organization, name that here, mention its size, and any important members, (if they sometimes act independently, mention their vinegar and importance). It’s handy to give most secondary characters some other weaker, associated characters, so that when you take over one secondary character, all the players can be a part of the action.
Note that the entire organization goes into conflicts with the vinegar of the leader; the leader may not actually fight, but if he’s mean as a rottweiler his boys will be too. If one of the associated characters is acting independently, they and any goons with them have to use the associated character’s own vinegar.
Vinegar: just like with main characters, this is how much balls the character has.
Importance: equal to vinegar, this is how much misfortune it costs the players to take over this character for a scene. One secondary character, the main antagonist, is ‘untouchable’; they can’t be controlled with any amount of misfortune.
(Secondary characters don’t have any piss)

Name: Arson Arnold
Stereotype: crime boss
Organization: a powerful criminal network in London. He has a couple of dozen goons, and a right-hand man: Lucky Lenny (Vinegar 12, Importance 12).
Vinegar: 18
Importance: untouchable

The GM then adds a twist to your downer, to put the characters in dire peril, and to connect them in an undesirable way to the main antagonist amongst your secondary characters.
That ming vase belonged to Arson Arnold.

Play
The game plays more or less like any other role-playing game. The players play the main characters, the GM plays all the secondary characters. Everyone’s working towards creating an interesting story. Everyone has input as to how scenes start, what happens, and so forth.


Rigging
Misfortune points can be used by players to take over secondary characters for a scene. At the end of a scene, the players simply have to declare that they want to take over a certain secondary character or characters, and spend the required amount of misfortune from their pile. Any ‘associated’ secondary characters can be controlled by other players (for no extra cost).

You then declare the scene you want to start, control the secondary characters for that scene, and that’s it. At the end of that scene, you can switch back to the main characters, pay the price to continue with these characters, or pay to take over different secondary characters.

The players spend 12 misfortune to take over Lucky Lenny. One player plays Lenny, the other plays one of his goons. They want to start a scene with Lenny and his goon in a car, driving down the road towards an art gallery.

Whilst being used by the players, secondary characters can fail and gain misfortune. This misfortune goes into the pile, and can be used by the players. Player-controlled secondary characters cannot interact with the main characters. If the players get the secondary characters into a situation where they can’t avoid interacting with the main characters, then the secondary characters instantly go back to the control of the GM.


Bells and Whistles
These are little things that can be used to improve the game or add misfortune to the pile. The GM can use any of these techniques freely; it neither costs nor adds misfortune for the GM (seeing as the GM doesn’t have misfortune...).

Roll-Call - if you like, start the game with a roll-call. Starting with the GM and then going round the table, take turns to pick a character (secondary or main), describe a very brief situation they’re in that sums up the character pretty well, and give their name.
For example: “A shot of a pasty white tall guy in an expensive suit, skinny as a rake, burning a lighter under some punk’s nose while a couple of thugs hold the person still. Arson Arnold”.
For a twist, you can say that if the scene described ever actually happens in play, 3 misfortune is added to the pile.

Freeze frame - this costs one misfortune, and must be done before chronology flipping or a voice-over can take place. You can do both a voice over and a chronology flip in the same freeze frame.

Flipping chronology - this costs two misfortune, and allows you to start a scene in the past. You gain misfortune as normal in this scene.
Arson Arnold has a gun pointed at Calm Charlie. Freeze frame. Flip to a scene of Fish-and-chips Freddy sneaking into Arnold’s office and unloading Arnold’s gun. Flip back to present. “Click”.

Voice Over - a player just has to say a sentence or two that helps define a character (secondary or main) in any given scene. Three misfortune is added to the pile.
“If there’s one thing everyone knows about Mack the Knife, it’s that he hates dogs. Kills the poor little bleeders on sight”.

Flash-back - slightly different from chronology flipping, this adds two misfortune to your pile. It can only be used when something unexplained has just happened, and allows you to go back and show what happened. You cannot use it to change anything concrete about the present, and it’s not really a scene; you control what happens, but you don’t gain any misfortune from failures.
Calm Charlie has just been blown up starting a car. His player flashes back to a scene of Arson Arnold getting out of the car, and Mack the Knife sneaking up and planting the bomb.

Slow-mo - if the players describe something in slow-mo, paying attention to all the little details, then two misfortune is added to the pile. This can be done twice per game.

Outline - this can be used once for the main characters and once for the main antagonist. Describe their entrance into a scene that outlines them perfectly, making them seem really, well, cool. When the players use it for the main characters, they gain five misfortune, (seven if they combine it with slow-mo). When the GM uses an Outline for the main antagonist, the pile loses three misfortune.
Dan and Reggie sweep into an expensive art gallery, wearing flashy suits, stylish dark glasses, and shining smiles. They sit down in the owner’s office, feet on the desk, and take a dark blue vase out of a wooden box, carefully handing it to him. Dan winks at the owner, “if that ain’t worth a mint, I’m going daft”, he says.

Scene montage - this costs one misfortune, and allows something that would logically take quite some time to be shortened to whatever length the players desire.
Cousin Avi needs to fly from America to England. He says he’s on his way on the phone, there’s a quick montage of him entering the plane, flying, and landing, and then he’s there. Right then.

Black and white footage - once per game the players can declare a scene is in black and white. Such a scene can have no dialogue. Two misfortune is added to the pile. Rather than black and white, the scene could be photo chromatic opposite, grainy colours, or something else entirely.

The Wrap-up
Generally speaking, the way these things works, it will probably end when everyone except the main characters is dead. But you never know.

Remember, you only need the main characters to end up living happily ever after. Feel free to kill off secondary characters for some extra misfortune when they’re no longer useful.