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<blockquote data-quote="MerricB" data-source="post: 5038670" data-attributes="member: 3586"><p>Ok, I've bought it. Hooray! (Last copy in Mind Games, apparently.)</p><p></p><p>The basic system is a winner. 2d6+stat+skill >= DC. You have Story Points that you can use to change the level of success as well as doing other cool things with. Character creation allows a wide variety of options and is relatively simple. 24 Character Points you spend on the 6 attributes plus traits, then 12 skill points  to spread around the 12 skills.</p><p></p><p>The dice are very nice indeed.</p><p></p><p>A sheet inside advertises a GM Screen and an Aliens and Monsters book.</p><p></p><p>86 page Player's Guide</p><p>140 page GM's Guide</p><p>32 page Adventure book (2 short adventures and 24 adventure ideas - very, very cool!)</p><p>6 dice</p><p>1 sheet of 174 cardboard "Story Point" tokens</p><p>1 Read-this-first leaflet (ironically, packed last in my box).</p><p>3 sheets of punchout "gadget" cards - Psychic Paper, 51st Century Squareness Gun, Electronic Lockpick, Sonic Screwdriver, Engineer's Mate, Engram Eraser, Vortex Manipulator, Superphone, Sonic Lipstick, Wrist Scanner and 8 blank cards.</p><p>8 pregenerated character sheets: The Doctor, Sarah Jane Smith, K9, Captain Jack Harkness (yay!), Rose, Mickey, Martha (yay!) and Donna.</p><p>6 pregenerated character (template) sheets: Medical Doctor, Musician, Student, Unit Soldier, Torchwood Operative, Scientist/Inventor</p><p>6 blank character sheets.</p><p></p><p>This is some package. Alas, it's not larger on the inside, although you'll probably have problems getting everything back in the box.</p><p></p><p>The game makes a big deal about combat not being the main point of the game. In a round, you first resolve everyone who wants to Talk, then Move, then Act, and finally Fight. Then the next round begins.</p><p></p><p>I'm really, really looking forward to running this. When I do so, I'll post some session reports of how it goes.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="MerricB, post: 5038670, member: 3586"] Ok, I've bought it. Hooray! (Last copy in Mind Games, apparently.) The basic system is a winner. 2d6+stat+skill >= DC. You have Story Points that you can use to change the level of success as well as doing other cool things with. Character creation allows a wide variety of options and is relatively simple. 24 Character Points you spend on the 6 attributes plus traits, then 12 skill points to spread around the 12 skills. The dice are very nice indeed. A sheet inside advertises a GM Screen and an Aliens and Monsters book. 86 page Player's Guide 140 page GM's Guide 32 page Adventure book (2 short adventures and 24 adventure ideas - very, very cool!) 6 dice 1 sheet of 174 cardboard "Story Point" tokens 1 Read-this-first leaflet (ironically, packed last in my box). 3 sheets of punchout "gadget" cards - Psychic Paper, 51st Century Squareness Gun, Electronic Lockpick, Sonic Screwdriver, Engineer's Mate, Engram Eraser, Vortex Manipulator, Superphone, Sonic Lipstick, Wrist Scanner and 8 blank cards. 8 pregenerated character sheets: The Doctor, Sarah Jane Smith, K9, Captain Jack Harkness (yay!), Rose, Mickey, Martha (yay!) and Donna. 6 pregenerated character (template) sheets: Medical Doctor, Musician, Student, Unit Soldier, Torchwood Operative, Scientist/Inventor 6 blank character sheets. This is some package. Alas, it's not larger on the inside, although you'll probably have problems getting everything back in the box. The game makes a big deal about combat not being the main point of the game. In a round, you first resolve everyone who wants to Talk, then Move, then Act, and finally Fight. Then the next round begins. I'm really, really looking forward to running this. When I do so, I'll post some session reports of how it goes. Cheers [/QUOTE]
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