I initially posted on Story Games. I’m still plugging away; currently I’m working the formalized Conflicts.
conflict | dispo base | add | attack | defend | feint | maneuver |
---|---|---|---|---|---|---|
Astral Quest | nature | sorcery | sorcery | mind | conjuring | nature |
Con Job | mind | deception | deception | mind | network | deception |
Firefight | meat | athletics | shooting | meat | sneaking | athletics |
Firewall | mind | signals | hacking | devices | hacking | signals |
Haggle | mind | cred | persuasion | mind | deception | cred |
Intrusion | nature | mind | sneaking | mind | thieving | athletics |
Recon | mind | casing | casing | deception | thieving | athletics |
Run n Gun | meat | pilot | pilot | meat | sneaking | pilot |
More than this though, I need the right amount of sweet, evocative ‘gear for Conflicts,’ as per MG p117.
My half-assed list thus far:
Astral Quest: true name of opponent, native tradition, corruption, bound spirit, defensive spells, illusion spells, manipulations spells, combat spells
Con Job: known con man, dirty secrets, obvious reward, high risk, hard leverage, disguise, soft leverage/inside knowledge
Firefight: light armor, heavy armor, defensive position, range superiority, volume of fire superiority
Firewall: research, off-site, hot sim, SOTA ware, black ice, sprite
Haggle: rep, time pressure, risk, reward
Intrusion: distraction, security alert, time pressure,
Recon:
Run n Gun:
Conditions are fun! But defining them is best finished after I get this part squared away a little more. The tentative list: Rattled, Broken, Glitched/Gremlins, Jinxed/Cursed, Traced/Hunted, Rep Hacked, Cred Taxed. Then the fallout from Conflict compromises will be (or, you know, should be) easy.