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===SHIP CRISIS===
 
===SHIP CRISIS===
Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and Wound damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the ''Crisis'' to get it even if the rest of the party doesn’t want it. Once the ''Crisis'' is accepted, the hit is negated and the GM rolls on the table. This can only happen once a round for the non-Captain players (see below)</br>
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Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the Crisis to get it even if the rest of the party doesn’t want it. Once the Crisis is accepted, the hit is negated and the GM rolls on the table.</br>
 
 
 
The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br>
 
The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br>
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Some Crises are continuing. They will apply a penalty to the ship that continues until some PC successfully performs a '''''Deal With a Crisis''''' action.</br>
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Other Crises are acute. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.</br>
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A final Crises has an immediate affect that the crew most deal with the aftermath.</br>
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The same Crisis rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.</br>
  
Some ''Crisis'' are '''''Continuing'''''. They will apply a penalty to the ship that continues until a crewmember successfully performs a ''Deal With a Crisis'' action.</br>
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'''''Dealing With a Crisis'''''</br>
Other ''Crisis'' are '''''Acute'''''. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.</br>
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Any PC can ''Deal With a Crisis'' by taking that general action and describing what they’re doing to solve the problem. They then roll an applicable skill check at -4 possibly modified by an additional up to -4 penalty depending on the GM’s judgment of their general plan and its likelihood of being helpful (i.e. using the wrong skill, etc.). On a success, the Crisis is resolved. This is the only action a player can take that round (although others can use Support rolls but this also takes their full round).</br>
A final ''Crisis'' has an '''''Immediate'''''. The aftermath of these effects must be dealt with by the crew (i.e. figure out how they will survive because of this).</br>
 
 
 
The same ''Crisis'' rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.</br>
 
  
 
For a Crisis, roll a d20
 
For a Crisis, roll a d20

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