You've loaded an old revision of the document! If you save it, you will create a new version with this data. ====== Support ====== Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it’s possible, supporting characters roll the relevant skill (on their action if the game is in rounds) and declare which of their ally’s Traits they’re attempting to Support. Success grants the ally +1 to one Trait total this round, and a raise adds +2. A [[Critical Failure]] on the support roll subtracts 2 from the lead’s total—sometimes extra hands just get in the way! <aside> //**Example:** Gabe is the driver in a chase. Red points out a shortcut by yelling, “Take the next left!” She rolls Common Knowledge and gets a raise. Gabe adds +2 to his next Driving roll. Later on, Red is hit by a ricochet and is Shaken. Gabe yells, “Toughen up, cowgirl! This ain’t your first rodeo!” and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Spirit total to recover from being Shaken// </aside> Remove all Support bonuses at the end of the recipient’s turn, whether he used them or not (perhaps by taking an action different than the one he was Supported for). The maximum bonus from all Support rolls is +4. Strength checks are an exception and have no maximum bonus since more muscle can always manage more mass. Players and GMs should be creative when making Support rolls. An adventurer with [[Survival]], for example, might make a roll to find useful herbs for an ally attempting a Healing check, or a galactic explorer with Science might calculate slingshot vectors that help a friend make a tricky Piloting roll. General encouragement (a [[Persuasion]] roll) such as “You can do it!” or “Check your six!” are perfectly acceptable, but at the GM’s discretion lose effectiveness if repeated.SavePreviewCancel Edit summary