Supplement Four
SOC-14 5K
-- HANDOFFS --
Here's a neat idea for use in a game--
The Ref of a CT game, if using the RAW method where the Ref devises throws on the spot, in the moment, is always looking for good ways to take care of situations that pop up during a game session.
This is what I call a "handoff". A handoff is when the effort of one character influences the outcome of another character.
The simplest example is when one character throws an object to one of his crewmates. "Hey, Trulesend! Toss me the snub! Here they come!"
Here, one character is tossing a small pistol to another as the enemy approaches.
The handoff here is the throw. The character catching the snub pistol is more likely to catch it if Trulesend's throw is accurate.
One way to dice a handoff is like this: Trulesend rolls 1D for DEX or less. The difference between the die roll and the stat is a modifier for the character trying to catch the weapon.
Example:
Trulesend throws a snub pistol to Hecht. Trulesend makes a roll of 1D looking for DEX-5 or less. The roll is 6. This means Trulesend's throw is a bit off and harder to catch. The DM for Hecht is -1.
Hecht, DEX-6, applies the penalty of -1, and Hecht must roll DEX-5 or less on 1D in order to catch the snub.
Note that the Ref can increase the die throw to 2D, 3D or more depending on the difficulty of the throw.
Another way to use handoffs is to allow the players a chance to improve a roll because of a good idea one of the players suggests.
Hecht is the ship's engineer and is attempting to reboot the electronics on the ship's Maneuver Drive. This is a 9+ throw, but +2 DM per level of Engineering skill.
The player playing Trulesend has an idea. "Hey, I should be able to use my computer skill to write a program that will sweep out the bugs, clean up the registry, and help the reboot go smoothly."
This is a handoff. Trulesand rolls his EDU-8 on 2D. The resulting modifier is applied to Hecht's roll above (either a beneficial DM or penalty depending on how well Trulesend did writing the program).
Here's a neat idea for use in a game--
The Ref of a CT game, if using the RAW method where the Ref devises throws on the spot, in the moment, is always looking for good ways to take care of situations that pop up during a game session.
This is what I call a "handoff". A handoff is when the effort of one character influences the outcome of another character.
The simplest example is when one character throws an object to one of his crewmates. "Hey, Trulesend! Toss me the snub! Here they come!"
Here, one character is tossing a small pistol to another as the enemy approaches.
The handoff here is the throw. The character catching the snub pistol is more likely to catch it if Trulesend's throw is accurate.
One way to dice a handoff is like this: Trulesend rolls 1D for DEX or less. The difference between the die roll and the stat is a modifier for the character trying to catch the weapon.
Example:
Trulesend throws a snub pistol to Hecht. Trulesend makes a roll of 1D looking for DEX-5 or less. The roll is 6. This means Trulesend's throw is a bit off and harder to catch. The DM for Hecht is -1.
Hecht, DEX-6, applies the penalty of -1, and Hecht must roll DEX-5 or less on 1D in order to catch the snub.
Note that the Ref can increase the die throw to 2D, 3D or more depending on the difficulty of the throw.
Another way to use handoffs is to allow the players a chance to improve a roll because of a good idea one of the players suggests.
Hecht is the ship's engineer and is attempting to reboot the electronics on the ship's Maneuver Drive. This is a 9+ throw, but +2 DM per level of Engineering skill.
The player playing Trulesend has an idea. "Hey, I should be able to use my computer skill to write a program that will sweep out the bugs, clean up the registry, and help the reboot go smoothly."
This is a handoff. Trulesand rolls his EDU-8 on 2D. The resulting modifier is applied to Hecht's roll above (either a beneficial DM or penalty depending on how well Trulesend did writing the program).