Custom move:
Examination: When checking out a bustup up space ship, roll 2d6 + Sharp.
On a 10+, find a problem and resolve it in a way that makes you look awesome.
On a 7-9, find a problem and don't know how to solve it.
On a 6-, you don't find the problems, but they'll find you and soon!
The 6- has an implied hard move for later: Something is wrong, and it'll go wrong at just the wrong time.
Whatcha think?
Wednesday, April 19, 2017
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Rephrase 6- as "you don't find the problem(s)."
ReplyDeleteEdited to add: For added drama, tack on "but they'll find you."
editted. Good catch!
ReplyDeleteShouldn't there be a possibility of finding good stuff?
ReplyDeleteArguably, if you roll 10+, you found a working space ship.
ReplyDeleteYep, the 10+ is a space ship and you being awesome in the narrative.
ReplyDeleteCool, though I'm not sure about "don't know how to solve it." My favorite moves are those that provide leads, like
ReplyDeleteOn a 7-9, you find the problem and the MC picks one:
- it'll require a rare piece of tech to fix, and you know where one is
- it'll require you to dismantle one of your own pieces of equipment to fix
- you can fix it, but the previous owner will come looking for it sooner or later
- etc.
Also cool. I wanted a problem that engineer (or whoever) can't immediately solve, so the PCs need to think about it together.
ReplyDeleteI like it!
ReplyDeleteI guess this 7-9 is a soft fail, rather than a soft success. I'm OK with that, and it fits a lot of the fiction. O'Brien examines a gem hadar squad ship, and notices there's a problem. He doesn't know how to solve it, but knows there's a bad motivator in the graviton emiter, so the gravity is going to go between 0.5 and 2G without notice.
ReplyDeleteThe Chief can't solve it without the right pieces, and doesn't have a replicator handy.... nor any rocks to make a replicator. He asks for help.
Dax gets out of a long talk with Benjamin, he;ping the poor boy continue to process the loss of Kurzon, to help the Chief.
She uses her "Scientist!" move, which lets her solve a problem someone has brought to her, but has to ask the MC what it'll take. [ Standard sort of "ritual" move, similar to DW's Wizard ]. The MC, Kaytie, says sure no problem, but: You'll have to take apart a tricorder and you'll need a power supply.
Dax takes apart Julian's tricorder -- who needs a medical tricorder? -- and the Chief supplies a perfectly useble fusion generator.
[ OK, there were some other moves going on, too. How would you handle it? ]