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Skills range from -2 to +3. -1 is considered average, 0 is average for a relevant professional, and +3 is bordering on legendary.
Starting, players assign +2, +1, 0, 0, -1 to the skills of their choice
Your character is, first and foremost, is defined by their concept.
3 entries for your concept. I recommend a minimum of 6 words for each and using adjectives to get the most out of them
Example:
From this description, we know that Darin has trouble with alcohol, wants to forget his past, is motivated by money and escaping his past, knows how to use a rifle, and likely is honest but often overly critical of institutions. Etc.
Your concept provides
This last point is, mechanically speaking, the most important. When deciding if your character has an item/weapon/knowledge/contact/resource/skill or can perform a particular action, always first look at your Concept first. Using Darin as an example, he likely has a least one gun within reach at all times, is trained to operate and captain a starship, is comfortable interacting with military personnel, knows how to handle himself in a brawl, is reasonably fit, likely doesn't have a college education, is probably owed a few favors by retired marines, and isn't well suited to dealing with bureaucrats.
Three cases when deciding if your character has an item/weapon/knowledge/contact/resource/skill
Examples
As players advance, they gain an equal number of strengths and weaknesses. When a player chooses a new strength, the player must choose (or is assigned) a weakness roughly on the same “magnitude” of the strength. The weakness and strength tend to be related, but this is not required. Strengths and weaknesses behave roughly the same way as the concept.
Starting, players have 1 strength and 1 weakness
Examples:
For all actions, make sure it makes sense for your character, narrate what you are doing, determine what Skill is relevant, ask if there are any costs/penalties/bonuses, and roll 2d6 + relevant skill + bonuses/penalties
Basic - generic catch alls. (TODO need PC vs PC rules and PC vs NPC rules)
Special
Costs are intentionally left vague. They are typically made clear before an action is attempted (but not always) as a consequence for failure. For example, the security alarm will go off if the guard sees you, your allies will abandon you if you embarrass them, you will not get paid for your mission if you don't arrive on time, etc.
There are two types of tokens: Success/failure tokens are managed by the GM. Bonus/penalties are managed by each player.
Some actions are performed by a group or require multiple rolls. The GM first decides, based on the number of players, the number of successes required and makes this known. The players work out a strategy, and the GM lets them know the consequences of failure. The players all roll and combine their success and failure tokens. If the number of token matches or exceeds the requirement, the players win. If below, the players lose. Regardless of the outcome, failure tokens are given the GM. Excess success tokens cancel out Failure tokens.
The GM collects failure tokens and uses them to provide disadvantages to the players. This includes introducing a security camera to a back alley, blocking off the easy escape route, raising the cost of a particular action,
Players start each game with 2 bonus and 2 penalty tokens
Bonus tokens are used by a player and
Only 1 penalty token per roll, and tokens can be given from one player to another with a narratively appropriate explanation. Spending a bonus generates a penalty token.
Penalty tokens can be a player or by the GM against a player.
Only 1 penalty token per roll, and penalty tokens may be exchanged between players with a narratively appropriate explanation. Spending a failure generates a bonus token (the exception being if a player takes a -1 and it doesn't change an outcome).
When filling a
bridge
below decks