I was wondering if there was a particular rationale for the attributes used in resistance rolls.

I was wondering if there was a particular rationale for the attributes used in resistance rolls.

I was wondering if there was a particular rationale for the attributes used in resistance rolls.

If I’m trying to avoid being stabbed in a duel, why is Finesse 1, Prowl 1, Skirmish 1 better than Skirmish 3?  Sure, all that parkour and pickpocketing has trained my reflexes, but surely extensive swordsmanship would have too.

Is there mechanical or narrative reason for the way it works?

I just missed the kickstarter by a day or two, but this game is right up my alley.  Mark down another one on the…

I just missed the kickstarter by a day or two, but this game is right up my alley.  Mark down another one on the…

I just missed the kickstarter by a day or two, but this game is right up my alley.  Mark down another one on the “hoping for a late buy-in” list.

Since I haven’t got the QS rules, I’ve been ringing as many details from the internet as possible, and there’s one thing I haven’t seen discussed.  Your gang playbook sets you up as some specific criminal endeavor (smuggling, dealing, etc).  As you rise up the tiers, is there any way to expand out of that?  Can you annex lower tier gangs and make them pay you for the privilege of operating on your turf?  You’d expect a kingpin of crime to have his fingers in all kinds of operations.