Participant_05:
What I like about this system it keep the basic elements but add new flavor. The traits and "Complications" is a fun idea to me as it gives more "usefulness" to get more points.
Yeah, Traits (Assets and Complications) are an integral part of most Cortex-based games (and the one Cortex Plus game I've seen).
I'll be making page references further down. These are from the actual page count given by the PDF reader, so are probably "off by one" from those printed on each page, since the reader counts the covers as pages, too.
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The cost with AP (Advancement Point) while high with:
- 1 Attribute point cost 8
- 1 Trait point cost 7
- 1 Skill point cost 3
makes it reasonable, and solve the problem, that some characters are experts at everything and can be *pistachio'd* that they can't be the XO, president and fix the starship.
I haven't really looked that closely - didn't see it like this during creation. Hang on a tick...
Uh... yeah. Table 2.4 on page 53 of the PDF. I generally don't like a cumbersome point conversion mechanic like that one in my games, but then I'm a simple-minded kinda guy when it comes to game mechanics. I see the point in this case, though.
Yeah, the last thing a Battlestar crew needs is a bunch of 1337 polymath haxors who can fix any-bleepin' thing.
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How does it work when a skill reach "Specialty" level? Let's say I take the skill "Covert", and I pay 2+4+6 to reach d6 level, does the next rank only cost 2 and the last 10 points?
Well, I reproduced Table 2.3 from p. 51 in my backgrounder for reference. Specialties are acquired after one acquires a D6 in a General Skill. Once that happens, pay 2 Skill Points (or 6 Advancement Points if after creation) to attain a D8 in an associated Specialty Skill. Here's an example:
Smokin' Joe the hot-shot fighter jock has Guns at D6 (having paid six Skill Points to get there), and two Skill points burning a hole in his player's pocket.
Player looks in the skills list and finds Guns listed on p. 70. Specialties are listed for this general skill, and, after perusing this short list, the player chooses grenade launcher ('cause nothin' says lovin' like somethin' from the oven) and pays his two Skill Points.
This gives him Guns at D6 (its maximum value) and Grenade Launcher at D8 for a total of eight skill points spent for both the general skill and the specialty.
quote:
The "Trait" that have the d2+ have me somewhat confused. I can buy skills at the rank d2 and upwards or in some cases d2-d4, but where is the cost and how much do you get for taking "Complications"?
During creation this is covered in the backgrounder, but not in great detail, so let's break that down:
Traits listed as D2+ can advance all the way from d2 t0 D12+D12, just as Attributes can.
Traits listed for specific dice types, or over a specified range can only take on those dice types listed.
Complications pay you Trait Points equal to the sides of the die type selected. See Table 2.1 on p. 47. If the Starting Level is set to Recruit, this is the only way to get points to purchase Assets, and you can only take 30 points worth of Complications starting out.
Example: Allergy is listed as "d2/d8". This means you can take it at either d2 or d8, but at no other value. If you take it at d2, it pays two trait points. If you take it at d8, it pays eight trait points, and comes with an even heavier liability for your character.
Lightweight, just for counterpoint, is listes as "d2 - d6", so it can be taken a d2, d4, or d6 for a payout of 2, 4, or 6 Trait Points.
That help you any?