After an asset has moved, does it remain there in every type of conflict? example: in a Duel, I move my sword into my opponents body zone but I do not attack. Next turn, is my sword still there?
How does one remove an imposed trait? example: an enemy uses an asset (his feet lets say) to trip me and impose the trait: knocked down. the rulebook states that created traits last for the remainder of the scene. How do I remove this trait?
1 - Yes. Assets get moved and they stay where they are put until they get moved again, although opponents can move enemy assets as detailed in the book. Its pretty much the core of the game to move things to where they need to be so you can strike effectively. If they reset youâd just be moving them back into position each round.
2 - In general it will go at the end of the scene. So being âdazedâ would vanish once youâve had time for a sit down. However, it depends on the trait in question. A wound might require medical attention, so might stay until you could find a doctor. Being socially embarrassed might last until you can do something to remove the new reputation.
If that isnât quick enough for your PCs though, check out p152. As you can use 2 Momentum to create a trait, so you can spend 2 Momentum to remove one during a scene.
So iâm âknocked downâ and my opponent says âGet up, you filthâ allowing me time to stand up and remove the trait. who pays the momentum? Does my enemy pay to remove the trait, since heâŚasked for itâŚso to speak. Or do I pay since iâm the one getting up?
Can I cheese it and say âAs I stand, I try to say something flippant to recover the momentum I just spentâ and roll Communicate + Truth to say something spiteful or insulting. Would it be difficulty 0?
Where are you looking at âknocked downâ
It may mean âknocked out of the fightâ rather than âknocked to the groundâ
But Iâd have to check the reference.
Correct, the trait âknocked downâ was one that came up in our game. I ruled that âknocked downâ would be a trait you could give someone following a successful contest. How else might you knock down an opponent?
So as I understand the rules the character now has the trait âKnocked Downâ on them.
This doesnât mean that they canât get up, but there are after effects of them having been knocked down. Maybe they are unsteady after the blow, their confidence is knocked, etcâŚ
An opponent can then use that trait to get an advantage against them.
At the end of the scene they recover from it or they can make it disappear early by spending momentum. Representing them recovering their footing or confidence for example.
It doesnât have to be taken purely literally that they are knocked down until they get rid of it. But the effects of the knockdown linger.
Ah, I was thinking it was more complex than it was.
It doesnât matter what the trait actually is, it can be removed the same way.
Battle skill will have been the reason you got momentum with which to remove the trait, as such itâs already covered.
You might just as easily apply the trait just for the characterâs next action as they are hampered by trying to get up, after which the trait would no longer apply anyway because itâs pretty likely they can just get back up.
You could also add to Threat to remove the trait, representing the character potentially opening themselves up to danger as they try and seize an opportunity to get back on their feet.
The use of a Difficulty 0 test as an action to see if they can generate the Momentum to clear the trait seems like an interesting and legitimate option for a GM to use of they wish.
Ok, so you are saying the Character could opt to remove the âknocked downâ trait by making a risky move to get back on their feet, and in doing so they grant 1, or more, Threat for the GM?
For example, roll sideways to get leverage to stand up, but inadvertently expose their back to their enemy?
So if you are down and have no momentum to spend, do you give your opponent threat to allow yourself to get back up ( exposing yourself to an attack to rise ).
I do feel Momentum/Threat could be better explained as to what it represents narratively, Iâve had to build up an understanding over time and still hit upon improved ideas as I play more.
Momentum represents better information gleaned, higher preparedness, being well-rested, better planning, involved parties coordinating better, things like that.
So say your PCs are investigating a murder. They find evidence of the murderer, and in so doing generate Momentum for the pool. They could cash that in as an Asset representing evidence/blackmail, or improve their odds at later tests representing them having a better understanding of the case, or as Obtain Information spends representing them using the knowledge to fit together the puzzle pieces, etc.
Threat can mean the opposite ie. tired, distracted, misinformed, as well as direct threats like vulnerability or environmental danger, or indirect threats like attracting attention or enemies starting to organise against them.
Just reading the Homeworld quickstart for example recently expanded my understanding: it mentions a corridor full of electrical hazards adding Threat. Now in most RPGs they would be something like âtest Agility to avoid live wires or take 1d10+4 Energy damageâ. In 2d20 you could spend the Threat to do something like that, or to make tests more difficult or enemies shooting them get bonus dice due to having to take care, or them having to take extra times means the situation escalates and more enemies arrive, etc. (these are notions I came up with, not whatâs specified in the quickstart)
It opens up a whole range of possibilities that a lot of RPGs either donât offer or at least are much more restrictive in what you can accomplish with any one action. Encourages collaboration too.
Often, my players will attempt to âstudyâ situation beforehand in order to generate some quick momentum. Theyâll roll an appropriate skill to study or observe the situation, hoping for a easy roll. But the looming possibility of complications adds a nice risk/reward to that seemingly âeasyâ roll. So what they thought would be some quick momentum might suddenly mean 0 momentum and now a complication. That hallway of wires looked easy, until they realized theres liquid on the floor!