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Star Worlds:System Mechanics
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==Problems and Failures== When your roll results with a Problem or a Close-Call, the GM will use a setup move to escalate the situation. When you get a Failure, the GM will use a hard and direct move that hits you with consequences immediately. The severity will depend largely on the fiction β what you were trying to accomplish, what was opposing you, and what was happening nearby. What follows are some general examples of appropriate consequences. '''Problems & Close-Call Examples (Soft and Setup Moves)''' * Counter their action with another β the enemy attacks them at the same time, a socialite throws a fit when they confront her, another speeder cuts them off. * Delay their next action β they are stunned from a sharp blow to the head, they have to stop and gather dropped items, one of the crew is lagging behind. * Distract them β they don't immediately notice the tripwire up ahead, a dancer draws their attention away from an assassin, an enemy uses a flash bang. * Disturb their sensibilities β reveal how their mistakes had a negative effect on the world, expose them to terrible truths, show them the desperation of the rebellion. * Escalate the situation β a fire spreads to a neighboring building, a crowd starts to run in panic, the ship starts a self-destruct mechanism. * Exaggerate what they experience β make things seem more terrible than they are or, conversely, safer.. * Impair their abilities or actions with minor Conditions β look at the fiction and see if there are any minor conditions that the player should incur. * Impose a compromise on their success β they can only succeed IF they allow something else to happen, too. * Provoke them into action β taunt them into attacking, introduce some danger and ask βWhat do you do?β * Temporarily take their stuff - knock away a useful tool or weapon, have them drop a key item into a dangerous or hard to get to location. '''Failure Examples (Hard and Direct Moves)''' * Capture them β kidnap them, drop them in a pit, have a one of them arrested * Conceal something important β they find nothing of interest in the room...because it was hidden! * Control their actions, directly or indirectly β an ally is mistaken for an enemy, they are blackmailed into inaction. * Corrupt their minds or bodies β exposure to the Dark Side taints their soul, they contract a noxious disease or fall victim to a deadly poison. * Defame their actions or intent β they are mistaken for thugs, their words are misconstrued by the court magistrate. * Inflict harm or effects β they take some Vitality damage or get a Condition * Destroy something important to them β a weapon is broken in the middle of a fight, a loved one is murdered during the night. * Overwhelm them with great force, while leaving an opportunity β a strike hits them for great damage but leaves the attacker vulnerable, a mob rushes at them but makes it easier to slip away in the fray. * Prevent them from doing something β a sophisticated lock keeps a door barred, Imperials destroy the bridge they want to cross. * Reinforce the enemy β the enemy Storm Troopers are joined by elite Crimson Guard, the Sith Inquisitor gains power from killing an innocent. * Separate the characters β a cave-in splits them into two smaller groups, Storm Troopers put them into different detention cells for questioning.
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