Editing Star Worlds:System Mechanics

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|A total of 12+ is a Critical; you do it perfectly and receive some extra benefit or advantage.
 
|A total of 12+ is a Critical; you do it perfectly and receive some extra benefit or advantage.
 
|}
 
|}
 
==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 – 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 – 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 – 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 – 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 – 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 – 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 – make things seem more terrible than they are or, conversely, safer..
 
* Impair their abilities or actions with minor Conditions – look at the fiction and see if there are any minor conditions that the player should incur.
 
* Impose a compromise on their success – they can only succeed IF they allow something else to happen, too.
 
* Provoke them into action – taunt them into attacking, introduce some danger and ask “What do you do?”
 
* 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 – kidnap them, drop them in a pit, have a one of them arrested
 
* Conceal something important – they find nothing of interest in the room...because it was hidden!
 
* Control their actions, directly or indirectly – an ally is mistaken for an enemy, they are blackmailed into inaction.
 
* Corrupt their minds or bodies – 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 – they are mistaken for thugs, their words are misconstrued by the court magistrate.
 
* Inflict harm or effects – they take some Vitality damage or get a Condition
 
* Destroy something important to them – 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 – 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 – a sophisticated lock keeps a door barred, Imperials destroy the bridge they want to cross.
 
* Reinforce the enemy – the enemy Storm Troopers are joined by elite Crimson Guard, the Sith Inquisitor gains power from killing an innocent.
 
* Separate the characters – a cave-in splits them into two smaller groups, Storm Troopers put them into different detention cells for questioning.
 
  
 
=Vitality and Damage=
 
=Vitality and Damage=
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When you inflict damage, roll the dice listed for your weapon, and add any applicable bonuses to the result.
 
When you inflict damage, roll the dice listed for your weapon, and add any applicable bonuses to the result.
  
==Armor and Speed==
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=Armor and Speed=
 
When damage is inflicted on you, subtract your Armor value from it from before decreasing your Vitality. Armor also determines your Speed, which is how fast you can move and react. Whenever a question of "who goes first" or "who runs the fastest" comes into the play, refer to the Speed of the characters first, and then a Daring roll if it's a tie.
 
When damage is inflicted on you, subtract your Armor value from it from before decreasing your Vitality. Armor also determines your Speed, which is how fast you can move and react. Whenever a question of "who goes first" or "who runs the fastest" comes into the play, refer to the Speed of the characters first, and then a Daring roll if it's a tie.
  
==Recovery==
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=Recovery=
 
If you can arrange a scene within the game where your character can get something to eat and good night's rest, you can remove the Wounded condition and recover your Vitality back to full as long as you're not Dying. If you have the Dying Condition, a full week's rest is required to remove the condition and recover your Vitality to full. This can be cut down to a few days if submerged in a bacta tank.
 
If you can arrange a scene within the game where your character can get something to eat and good night's rest, you can remove the Wounded condition and recover your Vitality back to full as long as you're not Dying. If you have the Dying Condition, a full week's rest is required to remove the condition and recover your Vitality to full. This can be cut down to a few days if submerged in a bacta tank.
  

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