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SET A SCENE

  • First scene, GM sets & narrates opening.
  • Roleplay
  • Find a conflict

CONFLICT

  • Intiate a conflict
    • State intents

Gathering Dice

  • Archetype (GM gets 3d6 + Adversity Dice + Hazard Spent)
    • Do any Personality Traits apply? (non die-bonus, but worth Fortune)
  • Gear
  • Ship
  • Are any Crew getting involved?

Resolving

  • Call on a Contact to reroll a die?
  • Use a redshirt to prevent losing a die?

Concede or Roll Again

  • Spend 1 Fortune to Add an Archetype?

MID-CONFLICT OR END NARRATION

  • Player with the highest die showing after Resolving gets to Narrate
    • Move the story forward -- never end up with things right back where they started before the conflict.

AFTERMATH Fortune

  • 1 Fortune for every die that was knocked out of the fight
  • Knocked-out, but-not-Impaired Gear dice are out for the rest of the adventure
  • 2 Fortune for the captain if the scene pursues a goal
  • 1 Fortune if you won the conflict
  • 1 Fortune (limit 1 per adventure, per Trait) if your Captain applies a Personality Trait in a scene
  • 1 Fortune if your crewmember assisted on the winning side
  • 1 Fortune (limit 1 per adventure) if your crewmember acted on his Desire in a scene

Hazard

  • 1 Hazard for every GM dice still sitting on the table when the Conflict ends

Impairment

  • Roll knocked-out dice. Anything that comes up 4+ is Impaired
    • Impaired Archetype/Ship dice are out til the end of the Adventure or until bought back with Fortune.
    • Impaired Ship dice are out until bought back with Fortune
    • Impaired Gear dice are totally removed.
  • Crew Impairment
    • Impaired volunteered crew dice that were [normal size] mean you're out for the next scene.
    • Impaired volunteered crew dice that were [pushed bigger] mean you're out for the rest of the adventure.
    • Impairment when the Captain uses the "Leaf on the Wind" rule has extra consequences

WHAT'S NEXT?

  1. Move on to the next Captain.
  2. When it's your turn again:
  • If the Player got Total Victory (GM Dice are totally eliminated), the Player narrates the next scene opening.
  • If the GM got Total Victory, the GM narrates the next scene opening.
  • If the player Concedes, the player narrates the next scene opening.
  • If the GM Concedes, the GM narrates the next scene opening.
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Page last modified on September 17, 2006, at 10:45 PM by DoyceTesterman

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