At the start of the session, pay 1,2, or 3 credit for your lifestyle. If you are responsible for a crew including NPCs, pay 1 more for them, too.
When you do something risky, roll with Cool. On a 10+, you do it. On a 7-9, choose a complication. On a 6-, prepare for the worst.
When you lead a crew on a job, roll plus size of crew. On a 10+, you do it. On a 7-9, choose: you and your team escape but don't get any of the money, or you must take a consequence but get the reward On a 6-, prepare for the worst.
Docking Issues
When you bring a spaceship in under shitty conditions, roll plus Space. On a 10+, you do it. On a 7-9, choose two complications. On a 6-, your ship is a wreck and the MC starts from there.
Complications:
-- Harm: Distribute 4 harm between you and your crew. You must take at least one.
-- Stress: Distribute 3 stress between you and your crew. You must take at least one.
-- Intentionally allow others to suffer: Take 2 Jaded, and the MC will tell you who is harmed.
-- Your ship is damaged (triggers Docking Issues later)
-- Someone onboard is seriously wounded (GM will decide which)
Suffering
When you take five harm, you're dying. Roll plus Tough. On a 10+, you're conscious, though only barely. On a 7-9, you see what lies past death -- the MC will describe when you next wake up. On a 6-, you go to seek a great perhaps.
When you take four stress, life is terrible and gross. Roll plus .. Empathy. On a 10+, you deal with it well enough -- erase a stress. On a 7-9, suffer a complication.
When you take three jaded, lose your moral compass. Roll plus Connection. On a 10+, you keep your cool -- erase a jaded. On a 7-9, describe to the MC who you hurt and how.
Healing
When not under a doctor's care, you can spend credit one for one to heal. It takes one day per harm.
When not surrounded by friends, you can spend credit one for one to blow off stress. It takes one hour per stress.
When not under a priest or Jedi or whatever's care, you can spend a day's of service to reduce your jaded.
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That "crew as hitpoints" thing is cool. Joshua A.C. Newman, this was the "one good thing" about that Albedo game, right?
ReplyDeleteRobert Bohl Yep! It has lots of other good points, particularly the way it deals with tactical movement, that just don’t interest me much in an RPG, as well. And then a lot of it is just sort of regular and 90s.
ReplyDeleteGonna get rid of Space and just use Cool, I think.
ReplyDelete