Post by DM_tonofbricks on Oct 4, 2016 3:38:47 GMT
This item is based on my interpretation of a mechanic used in Star Wars:Edge of the Empire by Fantasy Flight Games. If you haven't played, yhou really should check it out. These points are used to create drama within the dice rolls, giving both the players and the DM a bit of wiggle room to effect their will on the story without relying on chance. They can be used to help get your big baddie away from an early death at the hands of some very clever players or to stave of a TPK with a quick map change. They can add to any story at any time. My group has been using them for a short while and LOVING them.
Physical Description:
This small coin purse seems to be empty a standard cloth purse with a simple silk drawstring. There are no markings on the purse. The purse always appears to be empty, yet when you reach your hand in you can feel coins. The coins seem to move erratically and are difficult to grasp. Once grasped, the coin can be pulled out. There appear to be two types of coins in the purse. The first, a coin printed on onyx, bears a skull on both sides. The other, a golden coin, has been minted with the impression of a jester.
In Universe Operation:
Great power emanates from the coins and they vibrate to the touch. Those possessing them are struck with great events in their life, both tragic and sublime. In moments of great tension, the coins appear to resonate violently with an unknown energy. After a brief moment, the nature of the coin changes, the black turning to gold and vice versa. In these instances, the person holding the coin finds themselves visited by the gods of fortune as either providence or despair guides their next few moments.
Mechanics:
Put a number of 6 sided die in a bag equal to the number of people at your table (DM included).
At the beginning of each session (or campaign day if you so choose) everyone rolls a die and uses the chart below to calculate their "fate". A player may elect not to take a die. This saves them from having bad points in front of them at the cost of potential good points.
1 = 2 bad fate points
2 = 1 bad fate point
3 = nothing
4 = nothing
5 = 1 good fate point
6 = 2 good fate points
Each person then puts 0, 1, or 2 coins in front of them with heads equaling "good" and tails equaling "bad".
At any time the player can flip their own good point coin over. This gives them a special benefit, but then leaves the bad side showing, allowing the DM to then access that point for their own nefarious purposes. Example uses of a good point:
- an action simply succeeds without the roll
- the player can add to or modify the environment in some way (ex: I notice a ladder in the corner of the room)
- the player opens a desk drawer and find the code sequence of the safe lock.
- the player adds a narrative detail (an addiction or other need) to an NPC they are interacting with, making that person more easily manipulated.
The GM may flip the bad fat points at any time to have a negative narrative impact on the group. This in turn leaves the coin "good side" up for the players to use. Examples include:
- The enemy scores a critical blow on what was a normal hit.
- An NPC has exclusive knowledge about something the PCs thought they had kept secret
- The dungeon door is bolted shut and the lock seems broken.
- The bridge begins to collapse.
Physical Description:
This small coin purse seems to be empty a standard cloth purse with a simple silk drawstring. There are no markings on the purse. The purse always appears to be empty, yet when you reach your hand in you can feel coins. The coins seem to move erratically and are difficult to grasp. Once grasped, the coin can be pulled out. There appear to be two types of coins in the purse. The first, a coin printed on onyx, bears a skull on both sides. The other, a golden coin, has been minted with the impression of a jester.
In Universe Operation:
Great power emanates from the coins and they vibrate to the touch. Those possessing them are struck with great events in their life, both tragic and sublime. In moments of great tension, the coins appear to resonate violently with an unknown energy. After a brief moment, the nature of the coin changes, the black turning to gold and vice versa. In these instances, the person holding the coin finds themselves visited by the gods of fortune as either providence or despair guides their next few moments.
Mechanics:
Put a number of 6 sided die in a bag equal to the number of people at your table (DM included).
At the beginning of each session (or campaign day if you so choose) everyone rolls a die and uses the chart below to calculate their "fate". A player may elect not to take a die. This saves them from having bad points in front of them at the cost of potential good points.
1 = 2 bad fate points
2 = 1 bad fate point
3 = nothing
4 = nothing
5 = 1 good fate point
6 = 2 good fate points
Each person then puts 0, 1, or 2 coins in front of them with heads equaling "good" and tails equaling "bad".
At any time the player can flip their own good point coin over. This gives them a special benefit, but then leaves the bad side showing, allowing the DM to then access that point for their own nefarious purposes. Example uses of a good point:
- an action simply succeeds without the roll
- the player can add to or modify the environment in some way (ex: I notice a ladder in the corner of the room)
- the player opens a desk drawer and find the code sequence of the safe lock.
- the player adds a narrative detail (an addiction or other need) to an NPC they are interacting with, making that person more easily manipulated.
The GM may flip the bad fat points at any time to have a negative narrative impact on the group. This in turn leaves the coin "good side" up for the players to use. Examples include:
- The enemy scores a critical blow on what was a normal hit.
- An NPC has exclusive knowledge about something the PCs thought they had kept secret
- The dungeon door is bolted shut and the lock seems broken.
- The bridge begins to collapse.