The Marxist 'Stages of History' theory provides our plot outline.
We find our heroes rattling around in the back of a space transport, checking and rechecking their equipment ahead of a terrifying HALO jump. Play as a "Hurry up and Wait" war story scene. They are cargo, they need to kill time. Encourage a round of cards for 'duty roster' stakes Play on character's fear or impatience related aspects to have a character 'freak out' and get the other players to use empathy or rapport to talk them down. Run through the Halo drill again (Revise the theory of a High Altitude Low Opening Jump to create advantage using Lore ). Get players to embellish something from the character background into a 'On my first mission ...' story. Interrupt the story with the 'jump' light. The HALO jump is a challenge A Will test at Great difficulty (teamwork bonuses apply) to leap from the transport. An Athletics test at Great difficulty to deploy parachute. Interpret failed rolls as is 'succeed wit