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New Signature Techniques
Wild Pool
The Wild Pool technique is designed to allow characters to accomplish wildly improbable actions which would normally only be possible with multiple exploding dice or extreme amounts of Wild Points.
For a Wild Pool, all the Wild Points of all the Players are combined into one pool. For example, if there are four players in a Wild game, that's 4x10 for a staggering 40 Wild Points!
Any Player may then draw on the Wild Pool providing all the Players agree. The maximum bonus for a Player drawing on a Wild Pool is 3, regardless of the game's cinematism.
Heart Points
Heart Points are meant to reinforce the line between hero and villain in a game.
In a game with Heart Points, villians get a +1 to their Signature Trait, while heroes get Heart Points equal to the Wild Points they would normally receive. Heart Points act exactly as Wild Points, but may only be used so long as the character's behavior is "heroic," i.e., selfless.
Luck
The Luck Trait allows a character to gain or lose Successes in Actions involving chance.
Good Luck gives a character Successes in an Action involving chance. Bad Luck takes away Successes in an Action involving chance. For Interesting Luck, the Action Master flips a coin. Heads, and the character has Good Luck; tails, and the character has Bad Luck. Alternately, the Action Master may roll a die. Evens are treated as heads; Odds are treated as tails.
The less random an Action is, the harder it is for Luck to give a bonus to that action. In other words, the less random an Action, the greater is the Difficulty the Luck Trait must overcome. For example:
Difficulty
0: Pure Luck (rolling a die, flipping a coin)
1: More Luck than Skill (dice games)
2: More Skill than Luck (card games)
3: Pure Skill (Chess, Go)
Complications
For 1 Wild Point, a Player may turn one of his character's Traits into a Complication. This is usually done with an undesired Trait like "Werewolf Bite: 3." By spending 1 Wild Point, the Player in this case turns "Werewolf Bite: 3," a fatal wound, into "Werewolf: 3," which makes his life more interesting.
Generally speaking, the Complication should offer about as many problems as opportunities, else the Action Master should reject it.
Advanced Technology
Advanced Technology gets a x2 Modifier to tasks that pit it against less advanced tech. Yes, you read that right, DOUBLE. The multipler does not stack. Apply the x2 BEFORE adding any other normal Modifiers (i.e., a +1 to +3 Modifier.)
For example, the superhero Hi-Tech has been thrown back in time to the early Renaissance, along with his plasma rifle. Facing off against an armored knight in full plate, his aims his plasma rifle and fires. The appropriate Traits are:
Full Plate: 3 and
Plasma Rifle: 3
Normally, the plasma rifle wouldn't put a dent in the knight's armor, but with the x2 Modifier, it gets kicked up to 6 Successes, killing the knight instantly.
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