This is based off of Edge of the Empire's Destiny Points
1- 1 Fortune
All players roll 1d4 at the start of the session. The die results determine the starting number of Fortune and Calamity points and the total number of Fortune and Calamity points.
2- 2 Fortune
3- 1 Calamity
4- 2 Calamity
Pool The points are then added up into a pool that can be used at any time of play, before or after a die roll.
The Pool is shared between all players, with the Players controlling Fortune and the GM controlling Calamity.
Pool The points are then added up into a pool that can be used at any time of play, before or after a die roll.
The Pool is shared between all players, with the Players controlling Fortune and the GM controlling Calamity.
Flip When a Fortune point is used, it is turned into a Calamity point. When a Calamity Point is used, it is turned into a Fortune point.
Totals With 4 players, there should be a maximum possibly 8 points and a minimal possible 4 points in play at a time.
Fortune
Fortune can subtract 1d4 from a player's roll. 1 die max. Costs 1 point.
Fortune
Fortune can subtract 1d4 from a player's roll. 1 die max. Costs 1 point.
Fortune can give another d6 of damage to a roll up. 1 die max. Costs 1 point.
Fortune can cause a good or advantageous event to occur to the players. Costs 1 point.
Fortune can allow a single critical success on combat rolls, social rolls, and reaction rolls. Costs 3 points.
Calamity
Fortune can allow a single critical success on combat rolls, social rolls, and reaction rolls. Costs 3 points.
Calamity
Calamity can add 1d4 to the target of a roll. 1 die max. Costs 1 point.
Calamity can add 1d4 to the target of an enemy's roll. 1 die max. Costs 1 point.
Calamity can give another d6 damage to a roll. 1 die max. Costs 1 point.
Calamity can cause a bad or disadvantageous even to occur to the players. Costs 1 point.
Calamity can allow a critical success on combat rolls, social rolls, and reaction rolls for an enemy. Costs points equal to the amount of players at the table plus any remaining calamity points.
Rules for GMs If you are the GM that finds it hard to force disadvantages on your players, then you must choose to use this on every fourth roll and 13th inside a combat (and then you start over) and every 7th roll outside of it if appropriate. This is roll per your NPCs and you do not count the PC's rolls in counting. This will allow a back and forth between player and GM that makes sure the players end up with points and that neither side will gain from hoarding them.
Rules for Players If you have gone one real-time hour without using a Fortune roll, then you must immediately use for one of (but not each of) the next 3 rolls the player side does of the players choice, meaning two players could have rolled and passed it up and then the third has to take it. This is not strictly on the dot in terms of time. However, if 15 minutes pass the hour and the players were made known they had to use it, then the GM should roll a calamity point if available on the next test.
Rules for Both One can never cancel out a Fortune or Calamity by spending a point to counter another to uselessness or stacking effects for example the 1d4 bonus or penalty.
Calamity can allow a critical success on combat rolls, social rolls, and reaction rolls for an enemy. Costs points equal to the amount of players at the table plus any remaining calamity points.
Rules for GMs If you are the GM that finds it hard to force disadvantages on your players, then you must choose to use this on every fourth roll and 13th inside a combat (and then you start over) and every 7th roll outside of it if appropriate. This is roll per your NPCs and you do not count the PC's rolls in counting. This will allow a back and forth between player and GM that makes sure the players end up with points and that neither side will gain from hoarding them.
Rules for Players If you have gone one real-time hour without using a Fortune roll, then you must immediately use for one of (but not each of) the next 3 rolls the player side does of the players choice, meaning two players could have rolled and passed it up and then the third has to take it. This is not strictly on the dot in terms of time. However, if 15 minutes pass the hour and the players were made known they had to use it, then the GM should roll a calamity point if available on the next test.
Rules for Both One can never cancel out a Fortune or Calamity by spending a point to counter another to uselessness or stacking effects for example the 1d4 bonus or penalty.
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