I've GM'ed the system for a few sessions now and love it, but I think the next session is going to raise the complexity a bit and I wanted to get some insight by more experienced GMs here.
Without naming the source, we're running one of the pre-written scenarios, heavily modified so it works with our campaign. Let's just say there was a fight in a certain Maguffium plant and the bad guy (we'll call him Klaatu Barada, a Nikto
) has a jetpack. Klaatu jumps from the floor level onto a moving crane. I already see in the rules that he needs to make a piloting check to do so, so that's no problem.
Now one of the PC's, who was up on the catwalk, decides to leap across to the crane and grapple Klaatu, possibly knocking one or both off the structure and down to the floor below (range short). That's where I'm not sure how to resolve the action.
- Is it an athletics check that (if successful) will influence (on the same turn) an immediate brawl check? Or do I combine the activities into a single roll of some sort?
- If successful, how does having a PC latched onto Klaatu affect his attacks?
- Likewise, if Klaatu or the PC wind up with enough negative results to tumble off the crane, do one or both of them get a chance to make a grab to hold on, or are they heading to the floor automatically?
- Could a falling character spend a Destiny point to grab hold of the crane?
I had read a while back that ideally even complex actions should boil down to one check, but I'm not sure I see that as an advantage if you have to shoehorn too much into one roll.