Can crew types change?

Can crew types change?

Can crew types change? I know players can pick up abilities from other crew types, but if we start as Thieves, will our crew always be Thieves (in terms of advancement triggers and upgrade asset options)? What if once we get established we naturally turn more to smuggling or assassination than thieving? Could we swap sheets, or perhaps spend an advancement to swap one of the top two advancement triggers? Is that even something worth considering?

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or…

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or…

What action would you expect to use for driving/piloting a vehicle or mount, like a getaway coach, steamship, or horse (are there horses?)? None seems to line up neatly. I’m guessing a vehicle aided chases will happen often on scores. Would you just use the crew’s Transport effect rating?

That also makes me curious if Duskwall has horses. It hadn’t explicitly occurred to me, but I guess maybe so unless coaches and other street conveyances are self-propelling. Electroplasmic cars đŸ™‚

[EDIT: Never mind. Sorry, now I see the check box for the single use of the special armor.]

[EDIT: Never mind. Sorry, now I see the check box for the single use of the special armor.]

[EDIT: Never mind. Sorry, now I see the check box for the single use of the special armor.]

It doesn’t look like the armor from special abilities can be marked off or restored by downtime. Does that mean a Cutter with Battleborn can always apply the special armor to avoid physical attack effects?

That seems wrong, so what am I missing? 

I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically…

I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically…

I didn’t see it from my first pass of the quick start, but do vices or character flaws of any sort mechanically factor into rolls while pursuing a score? For instance, would an avaricious vice for luxuries tempt a blade to more foolish or distracting choices on a run if there is loot at hand? A stalking action might be justifiably more desperate if I’m craving a fix or fighting the urge to just smash and grab all the things. Would a player ever roll to resist an effect caused/threatened by his or her own flaws (ie insecurity, penchant for always getting lost, paranoia, being jaded, sloth, lust, etc)?

Seems prime territory for devil’s bargains: “You’re supposed to sit tight and wait for the rest of the crew to get in place, but you’re wasted and he offended you. You can get +1d but you act out of your impaired judgement, jumping the gun, throwing the ruse, and probably not being as coordinated as you think you are.” But what about -1d or some other narrative effects?

Gear question: Is the only mechanical difference between say a non-fine large weapon and a small one (aside from…

Gear question: Is the only mechanical difference between say a non-fine large weapon and a small one (aside from…

Gear question: Is the only mechanical difference between say a non-fine large weapon and a small one (aside from effects on load) primarily narrative grounds for different effects or rationale for using certain skills or approaches? (ie attacking that knife-wielding thug with your pike may be Controlled, where it would be Risky if you also had a small knife; or dismemberment is more believable with an axe than a switchblade). But then reacting to a quick dagger ambush in tight quarters may be more desperate or disadvantaged with an 8-foot polearm. Would those considerations ever result in +d or -d to any given roll?

Another fictional difference is that big martial weapons are more conspicuous, which could be beneficial (more intimidating for instance).

Are gear descriptions basically a non-explicit way to do something similar to AW’s tags like messy/loud which strongly affect fiction, but not quantifiable mechanics?

Next Stretch Goal looks great—The Doomed: Dark Supervillains.

Next Stretch Goal looks great—The Doomed: Dark Supervillains.

Next Stretch Goal looks great—The Doomed: Dark Supervillains.

Awesome! On my commute home today I was just musing that this game was just begging for a good supers hack. I’m pleased that it’s up next.

Glad I was able to help it tip over the cyberpunk edge.