Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

Hi, got a question about ship creation in S&V:

What is an available System? Cerberus has COMMS 2/4 with only “nexus link” available. If I install it, will I be stuck at comms 3/4, or may I consider, say, a fake transponder, because yes?

EFFECT LEVELS

EFFECT LEVELS

EFFECT LEVELS

Ok, please be patient, because I STILL don’t get it!

First, determine positioning. Then, determine starting effect. Perhaps, account for modifiers.

HOW do I decide the startig effect? By gut? In my mind, it should be THE ROLL which decides the outcome, not a player/GM. “Sounds like a dominant position with reduced effect.”

WHY?!? If the situation determines the starting effect, and there are no factors counting, why should I even roll?

“Let’s make it desperate, instead” What if a player disagrees?

The modifiers and the way to use them, are clear. The starting point is not.

Please, help.

Made the third score yesterday.

Made the third score yesterday.

Made the third score yesterday. My players like to blow things up with lightning bolts of various kind, so, not much secrecy. Also, they are now lost in vice or in jail (or both). So, summer break!! (Jail break, I think).

Two questions about the new rules:

first, there is no more EXPERTISE training. Does it mean there’s no need to  wait to take third dots?

Second: when you remove harm, do you remove ALL of your harm (lev 2 or 3) with a LT project, or just ONE BOX of lev 2, then another, ecc?

A question for you, Honorable Folks:

A question for you, Honorable Folks:

A question for you, Honorable Folks:

how would you see a set of FIVE attributes, rated from zero to four?

Let’s say: SUNRISE, MIDDAY, SUNSET, NITE and ECLIPSE.

Zero to five, would be both unblancing and dispersive, I think. But since in origin the Effects were six, I can’t imagine breaking the rules with a set of 20 skills, divided in five attributes.

And, some random thoughts, “you own every object in the list. If you want to… usefully bring along an artifact, check its box.”

“Rules don’t distinguish between lore gained in the present incarnation and that gathered during past lives”

About Devil Bargains:

About Devil Bargains:

About Devil Bargains:

I’m going to use them to dump GM stuff into a campaign.

I think this is one of their uses as intended by John Harper .

Little question:

Is it right to propose something mostly/totally unrelated to the scene at hand, if it’s at any rate tied to the PC?

E.g. “If you accept the bargain, tomorrow it’s gonna Homing Snow (thanks +Andrew Shields).

The PC may not immediately realize that his enemies, the Homeless, are involved.

Maybe I should clarify even more  “…Homing Snow, AND your enemies, the Homeless, will take advantage of it some way”.

Thoughts?

Ayeah!

Ayeah!

Ayeah! Did a double cartwheel when I saw the Claims chart! Now, while I get me some ice, there’s this thing about Details:

If the GM assesses the strenght of a detail, is it arbitrary, right?

What if players start to think for an hour over THE BEST POSSIBLE DETAIL?

IF the party is fast&furious, I don’t mind running half a session (with rolls, actions, and story) tracking THE detail, and the other half doing the heist proper. It’s fun.

Otherwise, yaaawn!

How does it work?

A question about Plans:

A question about Plans:

A question about Plans:

I enter the tavern, and the other two put a bomb outside, detonate it and make a mess, so everyone goes out to see wht’s up or gets the hell away. While everyone is out, I slip in the rear room and take the swag…

This is infiltrate, for me, but my players call it deception.

Is it important to determine exactly WHAT type of plan is it? Who decides? And, if you chose deception, can you (sort of) switch mid plan and infiltrate?

I’d say yeah, you can start to deceive someone, and then put a knife in his eye if he starts to bother you.

Hi guys

Hi guys

Hi guys,

   a couple questions about flashbacks.

There’s a Red Sash lock in the way.

the whisper says Flashback! I spent some time playing mah jong with One Old Sash, and he told me that they put spirits in their doors. (roll, roll, roll).

So, this is a spirit lock, and I can easily open it with my spirit key.

Can he do this? What can you exactly do in this case? Is is FATE style?

Etienne Navarre

I want to get into the tower.

I approach the two goons at the gate, invoke a FB and say “I’m of militay background: these two were once under my command, so I COMMAND them to let me in for the good old days. (roll, roll, roll)

Allright?

Etienne Navarre failed, and the guards attacked, but this is another story…

A couple questions for GMs.

A couple questions for GMs.

A couple questions for GMs.

Suppose I want to put up a score to assassinate the Red Sashes Boss.

I make a pair of 4 sect. clocks fot thugs, another two or three 6 sect. for THUGGSS, and a 10 sec. clock for the boss, who is really not to be trifled with.

1) If they kill the boss, the score is over, right? Even if, ingeneral, the other clocks aren’t depleted? I’d say yes.

2) What stops a Gm from putting out 20 clocks, just because “this is going to be very hard, right?”

Is there any safety mechanism other than “be a fan”?