Forum changes: Editing of posts has been turned off until further notice.
Started by Tim Alexander, September 13, 2006, 01:44:46 PM
Quote1. Ignore the description on page 5 which says "Luck starts at 0." Instead, characters each start with six unmarked Luck starbursts (explosions? zaps?) on their sheets.2. Follow Luck rules as outlined on p. 15....3. When a character is required, by another player, to Test her Luck, then she rolls 1d6 and compares to the number of crossed-off Luck zaps. This is very important. It means that the more you use Luck successfully, the more chance you have of failing when Testing your Luck later. This works very well. The text at the bottom right of p. 15 is misleading in this regard.- subpoint/example: Sam is playing Rina and has marked off two Luck zaps so far. Rina attempts to use her Luck to take an extra action. Sebastian, playing Azorra, requires that Rina Test her Luck. She must roll 1d6 and exceed 2, or she fails.a) if she (Rina) fails, then Sebastian (not Sam) gets to describe her spectacular failure. Rina does not cross off a Luck zap. Note: Sebastian also gets to erase the cross-off for one of Azorra's Luck zaps, as per p. 16.b) if she succeeds, then Sam may proceed with the announced action and use of Luck, but does not cross off a Luck zap for Rina. Instead, Sebastian must cross-off a Luck zap from Azorra's sheet.4. To summarize, if someone forces a Femme Babe to Test Luck, then the Femme Babe is now guaranteed neither to gain or to lose a Luck zap. But the person calling for the Test will either gain or lose one.
Quote from: Ron Edwards on September 15, 2006, 09:57:48 AMBefore you talk about what a mean GM I am, let me clarify that Splenturn shines in Fitness, but really shouldn't be using her Mind and Reflexes much ... now, Tim K had made it clear that Splenturn fancies herself an intellectual (yes, a cyber-handed butch chick wearing coveralls) and wants to be respected for her mind. So he knew he was playing her off-optimum in resolution terms, and he had a reason.