54 lines
2.7 KiB
Markdown
54 lines
2.7 KiB
Markdown
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Title: Influence Points
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# Influence Points
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I am often faced with the problem of needing cues to improvise, and not
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always having the most creative uses of the core book's pre-session icon
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relationship rolls. Some players, to varying degrees, have the same dilemma,
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leading to story-guide icon relationship rolls going unused and
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forgotten.
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This quasi-rule allows for some mechanical benefit to be tied to the
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rolls, useful in a pinch, and also more explicitly gives players some
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control over the story. (They already had this control, of course, but we
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might as well reassert it.) None of this is meant to replace or supercede
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the core book's suggestions on story-guide results.
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> ## Influence Points
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> Rolling 5s and/or 6s on the per-session story-guide icon relationship rolls grants
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> an advantage tied to the rolled relationship, to be treated as a resource
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> (perhaps even a physical resource, like a coin) granted
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> to the player for each 5 or 6 for them to spend as they see fit.
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> These results can be used very similarly to e.g. Savage Worlds bennies,
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> including but not limited to the suggestions below.
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>
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> These usages are for the players to cash in their points if the GM has
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> been slacking or if the player has a great idea of their own, but the GM
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> reserves the right to inform the player that they have other plans *this session* for a
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> particular roll that just haven't surfaced yet. Maybe both the GM's idea and
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> the player's idea both play out, or one cedes the floor to the other, or who
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> knows! Maybe different factions from the same icon start pulling the PC in
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> different directions with their now-public drama.
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>
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> **NOTE: you can also apply these effects to a willing ally.**
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>
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> * Obtaining a magic item or other favor, as per the core rules.
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> * Dramatic combat effect, e.g. +1‐+3 to attack, damage bonuses, and
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> the like. Auto-crit might be too much to ask, unless the drama *really*
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> calls for it.
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> * Grant yourself a reroll and take the better result on any d20 roll, or
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force an opponent to reroll and take the worse result.
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> * Redistribute the party's recoveries.
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> * Pass a death save as if you rolled a 20 — be sure to narrate
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> how personal and/or iconic energies let you shrug off death.
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> * Redirect the story — if you'd like the current events to be going
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> a different way, spend a point and narrate what happens instead. I'll
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> try to work with it.
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> * Establish a long-term truth — if you would like to, say, tie
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> your character to a quest for a powerful artifact, iconic goal, or
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> whatever, assert it as a fact of the world. Hopefully we won't leave
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> too many of these dangling.
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>
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> The normal uses of icon relationship rolls still apply.
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