Yesterday our group (Simone Micucci Domenico Marino Nikitas Thlimmenos ) tried the game and I have some question.
Sorry in advance for my poor english. I hope you’ll understand.
1. Every obstacle has to have a danger attached, right?, that I have to face if a doesnt’ roll a full succes.
2. The “on point”/backup mechanic works only during the operations or even if two players gather informations before the operations?
3. Does the the “on point”/backup mechanic apply at a flashback action during the execution of a plan? Example: I failed to lockpick the door and have to face the danger in the form of a guard coming by. Another player, even if not “on point” can do a Flashback action in which he has bribed the guard?
4. The 4/5 result in Controlled (-1 level in effects), means that if I roll a Complete effects I have to count it as a Partial?
5 Flashback scene: the danger in a Flashback scene has to deal with the past (during the flashback scene) or it can be a danger in the present?
6. The danger has to be focused on the PG or on the NPC too?
(Example: the player consort with an ally to convince him to give the group a secret map. The danger could be “Someone will beat/murder your ally because has given away the map?”
Luigi Briganti Roberto Giugno
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I think I can answer a couple of these.
1. Right. If there’s no danger associated with failure, then why bother rolling?
2. On point/backup is used for group actions. I guess you could go into that level of detail for a gather information on a big multi-operation plan, like if you needed to break into the city archives to get the plans for the governor’s mansion or something. In general though, Gather Information is a regular roll.
3. “Each character can still perform solo actions during an operation. You can Sway that guard with your charm to gain access to the manor without using the Overcome move, leaving the rest of your team to figure out their own way inside.”
So basically doing a non-Teamwork move is the selfish option: it only benefits you. I’d say in this case that if you had bribed the guard with a personal flashback action, he’d let you go, not report that you were there, etc…but the rest of your team is in trouble.
However, since the other character just rolled a special move, you could go on point and roll the flashback bribery as an Overcome action. Everyone potentially takes stress as the guard rounds the corner, puts a hand on his sword…and then spots you and gives you a wink before turning around. “All clear down here,” he calls out as he heads back.
4. Correct. You get a choice between playing it safe for a lesser effect, or upping the risk. Sometimes you will get lucky and not care about the level of the effect.
5. I would let the danger be in the present, or even the future. “You’re having him make you a collapsible spirit-hook? That’s going to be unusual enough to remember. The danger here is that you don’t dispose of it well enough, and they can eventually trace it and get a description of you.”
6. I would also let the danger fall on allies and friends, if that was the most logical thing to do, as long as there was some mechanical bite to it: you lose a point of status with their faction, the next time you ask them for help it’s going to be risky (or desperate!), that sort of thing.
Thanks. It’s a lot clearer now