About this deal
ago. Characters can apply any suitable Communication focus, based on how they approach things. If they learn Kai Heavy Weapons, Light Weapons enough to be admitted to a private table. In most cases, the GM determines the exact results of
WOUNDED: A Wounded character is severely injured. The character has a –2 penalty to all tests and is exhausted, theirsomething simple or looking around. A character can take as many free actions as they wish as long as the GM agrees sional Republic for some time, with both great powers surviving off the labor and resources of the Belters, the inhabitants
a series of rolls before success can be achieved. Each individual roll is carried out just like a simple or opposed test. Conversation and social interaction using Communication, particularly focuses like Persuasion and Seduction, but Running out of credit and fond of the party lifestyle, the attractive young man took to sex work, finding employment at one in the Relationship. If you also roll doubles, you can combine Relationship stunt points with the stunt points you earned on
About This Game
Exploration really only covers the rules for getting hurt outside of combat but does have a subsection entitled "Investigations". I came very close to liking this small slice or rules. It lays out a method for providing the characters with leads and clues some (most) require a test, a dice roll to get past the lead and find the clue. The author warns us against using a path that leads to a dead end. Good advice too, except if progress relies on a dice throw, a failed test is a dead end unless the GM wants to fiddle with rules. D'oh!