Conversation started Apr 21, 2016 at 10:58.
Apr 21, 2016 10:58
We have a light freighter in our Star Wars campaign. And – I guess it's just too good a staple to pass it – the hyperspace drive is crap.
> … but the board computer is top-of-the-line: When preparing for hyperspace jump, …?
> Split-second hyperdrive calculations. In ship-to-ship conflict, you can spend a Fate point to concede by jumping to hyperspace after an attack action has been rolled.
Hmm.
> Great computer, lousy drive. Once per scene, you can advance the result of your Hyperjump roll by one step (fail to tie, tie to success, success to success with style). However, you can also be compelled to have the hyperdrive break or malfunction.
You mean “for the cost of being compelled to have the hyperdrive break”?
No, it's not an "at the same time" thing.
It's basically tacking an extra trouble aspect onto the ship.
That's what it looks like.
Apr 21, 2016 11:14
> Precision jumping. You can calculate jumps that nobody else would dare try. Whenever you come out of hyperspace, gain a boost reflecting how accurately you've done so (like Surprised the fleet or Under their radar).
Apr 21, 2016 11:30
@BESW Something like this might be what we want, but this does not work for a “do we get away or not” conflict.
Yeah, the stunt depends on the story you want it to fuel.
Maybe a full-on extra requiring a challenge or contest to power up the hyperdrive.
@BESW For the moment, I think it might be hairy last-minute escapes leaving us stranded. So That One looks good, but maybe we can just use it as a straight aspect.
Hmm.
I was also thinking of something that removes action cost from Create Advantage in those situations.
> Overclocked computer. You can make hyperspace jump calculations as a free action, but your hyperdrive has the aspect Pushed to the limit.
 
Conversation ended Apr 21, 2016 at 11:36.