<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=209069.msg10270078#msg10270078">Quote from: 1SAZ on 18-07-2014, 00:36:03</a></div></div><blockquote class="bbc_standard_quote">I was thinking about 7 feet anyway, but I can definitely go human if preferred.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Looking at the species, there's nothing too problematic in its stats, so I'm happy either way.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">In the "Talents" section a few of the Talents (Notably Educated and Methodical)have a note about "The cost to activate your Downtime errors." I have read up on errors (basically the opposite of a crit, roll a 1 (or whatever, due to mods) and you're at risk of Something Awful) but I am not entirely sure I grok how this applies to Downtime or why you would spend a die to activate an error deliberately. Does it mean 'Activate an opponent's error'? How would that even occur during Downtime (when the characters are basically just checking to see if their skill use results in benefit)?</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>It means the cost for the GM, yours truly, to active your errors into full-blown critical failures goes up.<br/><br/>When a PC rolls a threat or an NPC rolls an error, the player can spend action dice to activate it; when a PC rolls an error or an NPC rolls a threat, the GM can spend ADs to activate it.<br/><br/>Basically,<em>slow and steady</em>means that it becomes exorbitantly expensive for me to make you botch anything really badly during downtime.<br/><br/>Incidentally, if you both decide to go for non-human races, I might allow you to pick a Talent (which are normally human-only) to give an extra edge of flavour to your characters.