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2. THINK TANKS CONCEPTO Y CARACTERÍSTICAS

2.12. Cómo funcionan

You may choose to give StreetCred points as rewards for good play. Options here include:

 A StreetCred point to anyone who visualizes and describes a particular event or combat well.

 A StreetCred point reward to any player who played particularly well in a given adventure.

 Asking players to nominate the best character at the end of each game. The Hero with the most votes gains a StreetCred point. No Hero may gain win this bonus StreetCred point twice in succession.

* * * SHARED STORYLINE REWARDS

When a character resolves one of their storylines, they gain a StreetCred point. If they resolve the storyline of another character, they gain the StreetCred point instead of that character. Characters can also spend StreetCred points to introduce or deflect new storylines from their characters onto those of other players.

If you feel this introduces a competitive element between the players which doesn’t suit your style of play, you can try this alternative:

1) Characters may not spend StreetCred points to create or deflect storylines.

2) Whenever a player resolves a storyline for ANY character – their own or those of other players – the card representing the storyline is placed in a pile. The character does NOT gain a StreetCred point. 3) This pile is kept mutually for the benefit of all characters.

4) Any player at any time may discard one of the cards from the pile to introduce a new element of plotline to the game.

5) At any time where the number of cards in the pile exceeds the number of players in the game the players may mutually agreed to discard all the cards. At this time, every character gains a StreetCred point.

AMBUSH

If either side in a combat initiates it by surprise, then their opponents may not attack or even roll dice in the first round of combat.

The attackers roll two dice, multiply them and add their Attack score. This total is compared to their targets’ raw score – Shōjo, Shōnen or Defence whichever is most appropriate - with no dice roll added.

* * * FAST COMBATS

If you need to resolve a combat more quickly, roll dice once for all the Heroes and once for all of their Opponents. These rolls are added to the Attack and Defence scores of every character for that round.

* * * RECOVERY

Normally, if a Hero is reduced to zero Stamina points, they are out of the current fight. They do not recover until the end of the scene.

Sometimes, however, it might be necessary for a fallen Hero to recover. If they are the only Cat Person in the group, for example, and the characters are surrounded by an angry mob of Cat People.

There are a number of ways the facilitate recovery:

1) A Hero who is not directly involved in combat can move to their fallen comrade and administer first aid.

2) A player can forgo their attack in a round and – instead – narrate a way in which one of their abilities could be used to revive their colleague.

3) A player can choose to expend a StreetCred point to give some recovery to their team-mate.

In every case, the fallen Hero regains 1d6 Stamina points. Each recovery can only happen once per combat.

ADDITIONAL RULES

THE d6 TABLE

Sometimes situations arise where it is not obvious what the outcome should be. In this case, the Referee can simply state what happens. However, it is a lot more fun to draw up a table of possibilities on the spot and roll randomly. This is a lot fairer as it gives both “nothing happens” and “massive explosion” a chance of happening without it being the decision of a single person. As you draw up the table, ask the players to call out possibilities as well. This will tap into their imaginations and give a wider range of outcomes. You need 6 possible outcomes so that you will be able to roll a 6-sided die to determine what happens. However, if you get more outcomes and/or some of them are more unlikely or outrageous (“A cloud of poison gas is produced which blows throughout the city killing everything in its path”), you may decide to put “something else” as option 6 on the first table. You can then produce a secondary table listing the more extreme events.

The table doesn’t have to be exhaustive but should contain results which are beneficial to the characters alongside some which are negative. Neutral results are possible – “nothing happens” is a perfectly acceptable option.

* * *

Leaving his comrades to tackle the Llamas Corporation’s mechanical minions, Skitt has pursued the evil Chairman to his inner sanctum. Alas, with a maniacal laugh the Villain has disappeared through one of his ubiquitous escape tunnels –

but not before activating a complex explosive device.

Lacking technical skills, Skitt’s only option is to rip it apart with his claws. A d6 table is produced:

Roll Effect

1 No effect. The bomb is still going to go off. (You can roll again.) 2 The bomb is deactivated.

3 The countdown is temporarily stopped.

4 The bombs is deactivated but the detonator goes off, doing damage to everyone in the room.

5 The bomb explodes.

6 Something else. Make up another d6 table of less likely outcomes (poison gas, ricochet, collapses villain’s escape tunnel etc.)