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Well, the munchkin in me wants there to be a way to add infinite upgrades to my shuttle.
I guess the one thing I'm a little confused about is how the career kits work. I don't know why, but it took me until now to realize that the Utility Gear loadout includes 3 career kits instead of 2. I think it's because the first one is listed in the line with the loadout's name.
I'm not sure if this is an issue for anyone else, but I'm likely to just pick the stat boost for my origin, because those are the only bonuses that you can't get during play. Even if you choose an origin with non-stat boost skills that don't match your chosen Careers' skills, you can get those skills in play by accomplishing other XP milestones.Having a stat boost available in every career will make the other Origin skills more attractive. And now players could wait and see which stats they need a boost in and then take the boost in play.
Example: The character with a shotgun that fires explosive rounds (+Messy, +Property Damage) flanks a group of thugs holed up in a doorway. He rolls 9 for his Launch Assault as he charges them. I made the assumption that the character was going lethal (it's explosive shotgun shells, he doesn't have much choice here :P) I haven't quite made my choices as to the 7-9 consequences for partial success at the time of rolling, instead I let things flow and look for opportunities.GM: The first one turns and only has the chance to say "urk", how do you deal with him?Character: "Urk" in this case translates to "where did my intestines go?" I shoot him in the gut.GM: The explosion almost tears him in half, spraying viscera. The second thug turns and fires his own scattershot wildly, blowing out the lights*. He pumps his shotgun again, but before gets a shot off...Character: His head gets blown off.GM: The body hits the bloody metal floorplates. His shotgun goes off a second time into the ceiling, briefly illuminating darkness. At the far end of the hallway, the last thug scrambles back, firing his pistol at you. The bullets ricochet off the floor, ceiling and walls**. As you fire he stumbles/dives back, and goes over backwards down a flight of stairs. What limb did you hit? ***Character: His right leg, blew it clean off.GM: The flash of your shotgun briefly illuminates him as he half tumbles half crawls out of sight in the darkness. You'll have to hunt him down if you want to finish the job.*****This is a minor "collateral damage" consequence**I found it fun to describe shooting and missing with enemies. Threaten without threatening. Stormtrooper 101.***Since he wanted to kill, I went with a "the enemies suffer a lesser fate" consequence and decided to let the last one get away with a missing limb.****This is a "situation shifts" consequence; If the character wants to finish the last thug off, instead of an Assault in a lit hallway, the next engagement that the player will roll will be hunting an injured thug in a dark stairwell.
Once in, he charged them, shotgun blazing. I called him to roll Launch Assault (roll+Physique, because it was a physical, close-quarters charge).
It seems to me, in this example, that you are pushing the part where you roll more toward the beginning of the conversation (if that makes sense). Like, did the player say "okay, I assault them with my shotgun" or "I use the launch assault move now" and then make the roll? Or was there more description of the fiction than that?
ACQUISITION (+Cargo)When you demand important services or assets from a market that is willing and able to supply those demands, Roll+0. If you offer a cargo unit as part of the deal, Roll+ that cargo’s Class instead.On a 13+, the deal goes through; you get what you asked for.On a 10-12, the deal goes through if the seller/market is amiably disposed toward the deal. Otherwise, they may have a request for you to fulfil.On a 7-9, the deal will only go through after significant jumping through hoops (requests, delays, travel, concessions, etc)
ACQUISITION (+Cargo)When you demand important services or assets from a market that is willing and able to supply those demands, Roll+0. If you offer a cargo unit as part of the deal, Roll+ that cargo’s Class instead.
ACQUISITION (+Cargo)When you demand important services or assets from a market that is willing and able to supply those demands, Roll. If you offer a cargo unit as part of the deal, add that cargo’s Class to the roll.
CRAMPED QUARTERS When you've been trapped in cramped quarters with the same people for a significant amount of time (a leg of an interstellar journey, etc), Roll 2d6. Choose a character or NPC trapped here with you, and...On a 10+, describe how the two of you bonded over the past few days.On a 7-9, reveal (or discover) the answer to their question about yourself or your past.On a 6-, describe what caused the newest hurt feelings or bad blood between you.
AssassinationWhen you want a lightly guarded or unsuspecting NPC out of the picture, describe how you arrange their death and Roll+Mettle. On a hit, they’re dead, and no one knows it was you. On a 7-9, they’re dead, but there may be evidence linking it to you.
AssassinationAny successful (10+) Move that results in someone’s death also leaves no evidence that you committed the act.
AddictChoose one of your five stats. As long as you regularly dose yourself with your drug of choice, you gain an additional +1 to that stat. Failure to subsequently dose yourself will reduce that stat by -2 until you dose yourself again or recover from the lengthy effects of withdrawal.