====== 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! 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. ===== Support Vs. Test ===== The Support option can be used against an opponent narratively, but the only effect it can have is as detailed above. If a character wants to “trip up” an ogre to help a friend make a Fighting roll against it, for example, she can add +1 or +2 to his roll, but she doesn’t actually trip the ogre. It’s not made prone, Distracted, Vulnerable, or Shaken as it might if she had used the [[Test]] option. The advantage for a player in making a Support roll over a Test is to help an ally and avoid a more difficult opposed roll for the Test (even though narratively it might seem like it should be an opposed roll). {{tag> actions}}