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I’d give a rule on the side of dramatic coolness. Want to race against the clock before Oswald’s Rifle is built into the ultimate assassin?
Then it takes a couple of weeks while the PCs race around europe for clues.
The PCs need a working replica of the cop their nemesis just killed to get them through customs? Three sleepless days slaving away in a hideout basement while la policia comb the area foe them.
Generally, I’d suggest a week for sigs and a month or so for majors.
Maybe allowing shorter creation time if you’re making something you’ve done before. (Better hope Rasputin had a LOT of rings.)
And at least a day for anything, as a baseline.
Not really anything “Dramatic”.
Skill checks have been changed just a little, with the addition of “Signifigant” sucesses between minor and major sucesses.
Initiative was improved with the additon of a skill you can default to instead of rolling each round.
The main difference is the fluff. 2e is much better when it comes to telling you how to run a game, helping you understand the setting and is more consistant in tone.
I bought 1e pretty much because I love the setting and wanted to see the small unimportant things that had been cut for the new edition, but 2e is better by far.
No.
Unless the risk is genuine (and signifigant enough, remember the 10% rule of thumb) it’s not surrendering yourself to chance.
(This also covers using that signifigant formula spell which negates all damage from one source to save you from blowing your head off.)
If you *really* want to give him something to show for it, maybe minors could be appropriate.
Ever since I’ve heard it, I’ve always wanted to begin a Mak Attax charge-dumping mission with the opening 30 seconds of They Might Be Giants’ “John Lee Supertaster.”
If you know the track, the result of the SpOrd is obvious.
The obscure TMBG Podcast track “Sketchy Galore” would be a pretty good song for a creepy-guy-next-door GMC.
And of course, Superconductor is a mix tape all of his own.
Ah, poor Team Salvation.
The advancement of the Metaplot has not been kind to you.
1: Yes. You have to buy those skills anyway.
2: An adept knows all the spells listed in their school.
If you want though, you may allow them to have created new spells prior to the game (There are rules for it in the UA 2nd ed. book) or reduce the number they know at the beginning to leave room for more newly created spells.
Thanks.
Speaking of 1st ed., there are some weird acronyms in the books like BOHICA and such. I get that they indicate matched sucesses or something, but what do they stand for?