1. If the player voluntarily uses less dice (dice pool game) than the character is entitled to, they get a build point counter for each die.
2. Each player draws a card from a freshly shuffled deck at the start of the session. they can play this card on any other player whenever they want.
*Hearts* lower the TN for success by an amount proportional to the value of the card, to a minimum of 1. The affected player gains a build point.
*Spades* raise the TN for success by an amount proportional to the value of the card, to a maximum of 15. The player giving the card gets a build point.
*Diamonds* give a spectacular success in proportion to the value of the card. The effect can be long lasting and mild, or short and powerful, as described by the card giver. The player giving the card gains a build point.
*Clubs* give disaster in proportion to the value of the card. The effect can be long lasting and mild, or short and powerful, as described by the card giver. The affected player gains a build point.
I think these two mechanics together will make the game feel like adolescents just learning how to control their powers.
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