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Howdy Belter,

Now at first blush, an uncontrollable bit of movement based on chance and without much in the way of predictability may not seem like much of a super power. However, there are times when you got a MIGHTY need to not be where you are right now: locked behind a bunch of stuck barriers, left with only the worst of bad news blocking your way out, staring into the hungry maw of an alien or over the barrels of a couple of pirates' boarding irons? Well then you want to duck into a vent and scurry like hell. Because wherever you end up, it's better than where you are.

It's a panic button. A hail-mary. A last-ditch effort that has saved more than one Void Rat from ruin on more than one occasion. When in doubt, get the hell out. Bamf.

Hope that helps. 

Chariot, out.

(I love your answers)

Thanks! I got the intention is the one you’ve described - but reading the paragraph it just say “roll a d6, and appeal where the threat started”. Why rolling at all? If dice says 3, I appear in the corresponding Threat start area; if 1, I appear in the corresponding Threat start area; if 5…and so on…

I must be missing something 😩

On the ship diagram, each of those numbers is a different threat start area. If you roll a 1, you appear in the 1 on the ship diagram. If you roll a 5, you appear on the 5 in the ship diagram. Means there's 6 places you might end up.

(+1)

ohhh damn, sorry about this: it was like I thought… I would have better finish the whole manual before!

Thanks a lot for the explanation, for the patience + the great game!

Happy to be of service, Belter. Figured we'd find our way around the trickier corners together, and it's no trouble at all. Hope you find your fortune out here on the Gasping Frontier!

Chariot, out.