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Author Topic: New Basic Moves  (Read 4790 times)
TormentedDragon
Moderator
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Posts: 9


« on: June 29, 2010, 05:21:48 PM »

We've only got one so far, but any more we think of will go here!

When you navigate the Lanes, roll+weird. On a hit, choose options. On a 10+, you get all of them. On a 7-9, choose one:
1) You get there
2) the trip took half as long as you thought it would
3) your trip remains incident-free


This one is used when anyone, pilot or no, guides a ship through FTL travel. No-Shit-Pilot will add the ship's Power to the roll, and Weather Eye (barring further changes) will let you use Sharp instead of Weird.
« Last Edit: June 30, 2010, 01:26:50 AM by TormentedDragon » Logged
bignose
User

Posts: 19


« Reply #1 on: June 29, 2012, 01:46:40 AM »

@TormentedDragon, the “navigate the Lanes” move is simple and evocative. I like it.

I'd change the “takes half as long” option though. 10+ is a strong hit, giving the character exactly what they wanted but no more. (A “better than you were trying for” should only, IMO, be on a 12+.)

You are also omitting a great opportunity for setting-specific bad stuff on a miss!

Maybe this:

When you navigate the Lanes, roll+weird. On a 10+, you get all three. On a 7–9, choose one:

  • you get to your destination
  • you still have enough fuel to navigate further
  • your trip remains incident-free

On a miss, you complete your journey, and the MC chooses one:

  • your ship suffers 1-harm [or whatever this hack uses to track ship damage]
  • your enemies are waiting for you at the end of your journey
  • you took 3× the expected travel time
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