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these_are_the_voyages [2012/02/02 13:03] – [Creating The Crew] JasonP | these_are_the_voyages [2012/02/02 14:33] – JasonP | ||
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* //Name//: Enterprise. | * //Name//: Enterprise. | ||
* //Class//: Battlecruiser. | * //Class//: Battlecruiser. | ||
- | The GM then picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, | + | The GM then assigns two attributes to these assets. The GM picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, |
The class can be any of: Escort, Corvette, Assault, Frigate, Destroyer, Cruiser, Battlecruiser, | The class can be any of: Escort, Corvette, Assault, Frigate, Destroyer, Cruiser, Battlecruiser, | ||
+ | All ships also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a dramatic test that lets the ship upgrade further. The result of the dramatic test is one more asset for the character to add to their sheet. | ||
+ | |||
===== Creating The Crew ===== | ===== Creating The Crew ===== | ||
Second, each player creates two characters: one officer and one second. The officer is the ship's lead officer in one of each of these sections: Command, Engineering, | Second, each player creates two characters: one officer and one second. The officer is the ship's lead officer in one of each of these sections: Command, Engineering, | ||
- | All characters have five physical health squares, | + | All characters have five physical health squares, five mental health |
+ | |||
+ | All characters also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a personal scene that lets the character develop further. The result of the moment is one more asset for the character to add to their sheet. | ||
==== Second Abilities ==== | ==== Second Abilities ==== | ||
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* 5) **Troubled**. The character has issues they have yet to overcome to reach their potential. When a troubled character takes action, they may choose to forfeit their action and instead roll a die. If it comes up 5 or less gain advantage, and if its 6 or more the troubled character fills a mental health square. | * 5) **Troubled**. The character has issues they have yet to overcome to reach their potential. When a troubled character takes action, they may choose to forfeit their action and instead roll a die. If it comes up 5 or less gain advantage, and if its 6 or more the troubled character fills a mental health square. | ||
- | ==== Office | + | ==== Officer |
- | * | + | * **Medical**: |
+ | * **Security**: | ||
+ | * **Science**: | ||
+ | * **Engineering**: | ||
+ | * **Command**: | ||
+ | |||
+ | ===== Creating The Stage ===== | ||
+ | Third, the Captain selects another officer as their First Officer. The GM then selects a player that is neither the First Officer, or Captain, as the Foil. The Foil manages the details of the ship and the character' | ||
+ | |||
+ | Outside the microcosm of the ship is the GM's territory, they control that part of the game universe directly. Lets show the process of playing the game in some detail. | ||
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+ | The GM sets the initial stage as so: //The enterprise moves into a high orbit above the barren world of Ceti Alpha Six.// Then the Captain adds in mission details to the stage: // | ||
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+ | Now the GM returns to the forefront, creating an interesting scene that will set the play in motion. This is the hard part, as they have to take the cue from the Captain and First Officer' | ||
+ | |||
+ | ===== Creating Scenes ===== | ||
+ | |||
+ | The GM sets the scenes, meaning location and intent and so on. Many scenes may not create situations, and instead just unfold the story in a way that will eventually introduce a situation. The Captain has control of the mission details, except they can't change established details unless the GM agrees. The First Officer chooses the actions of the crew who are active in the mission, and the Foil controls the rest of the crew outside that small number. The rest of the players can play choose to earn a die if they are nominated by the GM to play an Outsider, a character the GM controls that is present in the scene. Eventually though, a situation will occur. | ||
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+ | In a acene the GM controls the characters that outside the ship, and crew that no other player controls. Each player can take on the the role of their officer or second, or another crewman of their choice. This should be handled organically, | ||
+ | |||
+ | ===== Creating Situations ===== | ||
+ | |||
+ | First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**, | ||
+ | |||
+ | After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made). | ||
+ | |||
+ | The First officer can bring in up to three crew into any scene that are mission active, for the cost of one advantage. The Foil can bring up to three other crew as the GM allows, if an alert status is set these crew can be active as the Captain wishes. The captain can set an alert status (any type) for the cost of one advantage for shiptied actions, but gains a die in return. When an alert is set, the captain goes first in each round and then the first officer. | ||
+ | |||
+ | ===== Creating Threats ===== | ||
+ | |||
+ | The threat of a situation is the result of a die roll. This ranges from one to five, as all rolls do. A threat roll result means loss of a character' | ||
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+ | ===== Creating Rolls ===== | ||
+ | |||
+ | When a roll is needed the GM calls for it and the player makes it. They roll a single d10, plus other dice as they can earn. If their character is an officer and their area applies, they earn a die. If the character has a fitting asset, a die is earned. If the command allows, advantage may be spent as bonus dice. Players can add their dice to a roll as well, but keep in mind these are six-siders and much more valuable (likely to create outcome). If a character chooses to act without hesitation, they earn a bonus die, but they also suffer confidence threat if they fail and possible other issues (there are only sometimes that the fleet rewards such brazen actions). The player takes the best result of all dice rolled. The outcome of a roll is the amount shown on the dice, except only five may be earned. Dice that come up six or more don't count at all for earning outcome. | ||
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+ | After the success of the character' | ||
+ | |||
+ | The situation is resolved when the players earn five outcome total against it, as each fills in a situation square. However, for each player beyond one in the situation, give it two more squares. If all characters are disabled before it is resolved, the GM describes how that situations ends badly and then sets an even worst one in motion. | ||
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+ | ===== Creating Features ===== | ||
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+ | The medical officer and science officer can create features for situations. These are helping or hinder details that give or take dice away from the rolls made against it, as the creating player sees fit. A helping feature always gives a die, but only when the creating player chooses. A hindering feature always takes a die, but only when the creating player chooses. Why would they choose to hinder? Simple, these dice all come from a feature pool. When each feature is created, one die goes in this pool. When a hindering feature activates it puts a die in this pool, and when a helping one activates, it takes one from the pool. A sort of balance must be maintained. | ||
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+ | ===== Creating Attributes ===== | ||
+ | |||
+ | This is the true power of the Foil. Attributes are fictional details that enrich the game and engage the imagination. These are concepts applied to characters and the ships that spark the imagination. The ship already has Notorious and Problematic attributes, but the Foil can create them for any character. They do this at their whim, but never creating more than one per session of play. An attribute for a character could be like " | ||
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+ | ===== Creating Interesting Fiction ===== | ||
+ | |||
+ | This is the job of all players, but a lot rides on the GM. First they need to use the power of attributes. Bring the game to life by creating fiction from an attribute. Take the ship's notorious attribute and decide how that might spark an interesting situation, and so on. When an attribute is embraced by the GM this way, situations get an extra advantage, but they don't get the use of the attribute. | ||
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