- White Chip : discard to reroll both dice, to soak wounds, or to cancel shaken.
- Red Chip : pass to GM to add a wild die to a trait roll or soak wounds at +1, or discard to cancel shaken.
- Blue Chip : discard to add a wild die to a trait roll, soak wounds at +2, or cancel shaken.
- Green Chip : discard to remove all wounds and shaken status gained that round, to add a wild die to any roll, to subtract a wild die from any enemy roll, or to gain an instant clue... but, draw a card from the Hand of Fate. Green chips cannot be discarded without using them.
- Black Chip : destroy to remove all wounds and shaken status gained that round, add a wild die to any roll, or subtract a wild die from any enemy roll; discard to cancel shaken or for an instant clue.
Discard means put back in the pot; destroy means remove from play. A trait roll is a skill or attribute, but not damage or tables. Soaking damage is done by rolling vigor.
The pot starts with 20 white, 10 red, 5 blue, and 1 green. On a major victory, the pot will gain one black chip and one green chip.
The Hand of Fate is a deck of cards, with each card representing an event or effect. Some events or effects are immediate and obvious, while others are more subtle, and take place later, or hinge on the player's actions. All cards, once drawn, are removed from the deck.
As part of the Hand of Fate, I'm also introducing Public Opinion - that is, what the world at large thinks of you. The scale ranges from -4 to +4:
The pot starts with 20 white, 10 red, 5 blue, and 1 green. On a major victory, the pot will gain one black chip and one green chip.
The Hand of Fate is a deck of cards, with each card representing an event or effect. Some events or effects are immediate and obvious, while others are more subtle, and take place later, or hinge on the player's actions. All cards, once drawn, are removed from the deck.
As part of the Hand of Fate, I'm also introducing Public Opinion - that is, what the world at large thinks of you. The scale ranges from -4 to +4:
- The public absolutely hates you; you are a hunted criminal, wanted dead or alive. Government agencies have a shoot-on-sight order on you.
- The public hates you; you are a wanted criminal, and police are authorized to use deadly force if required to detain you.
- The public generally dislikes you, and you likely have some high-profile enemies; you are wanted for questioning.
- Most people don't like you; police dislike your interference. You probably have some public enemies.
- The public doesn't really notice you.
- Most people like you, though you don't stand out.
- The public likes you; police are generally cooperative, and government agencies won't stand in your way.
- The public loves you; police are willing to help, and usually turn a blind eye. The media has only good things to say about you.
- You are a national hero; police and government agents will go out of their way to help you.
Each player has their own public opinion, and public opinion of your team as a whole is the average opinion of the group. You start with a generous +1. Acts of extreme heroism are often rewarded with a +1 shift, and acts of villainy punished with a -1 shift, but that's not always the case.
A few existing groups, and their scores:
A few existing groups, and their scores:
- Demented Dozen: -4 (duh - world-class villains)
- Uncanny Squadron: +3.5 (protectors of the weak; RIP)
- Superhero Alliance: +1 (loose group of a lot of heroes/antiheroes)
- Foundation, Section 1: +1 (protectors, though seen as inefficient)
- Foundation, Section 3: +3 (generally regarded as protective heroes)
- Foundation, Section 6: 0 (little known about them; mixed reactions)
- Police: +2 (some worries about dirty cops and police violence balance out heroic protection)
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