Post by Galadare on Dec 16, 2005 15:23:21 GMT -5
Genre Effects
The campaign has certain effects that can be utilized by any character. These are called Genre Effects. They are powered by the expenditure of your Genre Points.
In addition to the Genre Points you begin with, you can earn Genre Points by:
1) Doing something that fits well with the genre (in this case, I'm aiming for a Hollywood style action thriller).
2) Playing out a character flaw.
3) Doing something cool (other players are wowed).
4) Playing ball when the GM does something bad to you in order to move the plot.
Keep in mind that the Villain can also use Genre Points.
For this campaign, The Genre Effects are as follows. If there are Effects that see little or no use, I'll replace them with something more appropriate to the style of the game as it develops.
Accessorize
1-3 Genre Points can be used to buy (or borrow) a piece of equipment that would not normally be available.
Creative Stunt
By spending 1-3 Genre Points (based on how powerful the stunt is), a character gets to use a skill, perk, special ability or piece of equipment in a new and creative way. For example, the firing spring in the character's handgun just happens to match the broken part in the control panel.
Dramatic Editing
When the game has been completely derailed, or the entire party is about to die, spending 1-3 Genre Points causes a lucky coincidence. The cost is based on how obvious the editing is. For example, the characters find a crucial piece of evidence (1 GP), the deathtrap jams before crushing the heroes (2 GP), or a previously unknown, super-advanced alien race suddenly appears to save the day (3 GP).
Get a Clue
An unexpected leap of logic results in a new direction for the aqdventure, expressed as a clue or hint from the GM. The cost depends on how obvious the clue is, and whether the GM feels the characters have made a good effort at solving the dilemma on their own.
Lucky Break
Instead of taking full damage from a wound, something happens: a falling character lands on something soft, a bullet gets deflected by a canteen, etc. Each 3 Genre points spent reduces a wound by one level. Flesh wounds are completely negated. Multiple reductions can be made at once; spending 9 GP can negate an Instant Death result.
The campaign has certain effects that can be utilized by any character. These are called Genre Effects. They are powered by the expenditure of your Genre Points.
In addition to the Genre Points you begin with, you can earn Genre Points by:
1) Doing something that fits well with the genre (in this case, I'm aiming for a Hollywood style action thriller).
2) Playing out a character flaw.
3) Doing something cool (other players are wowed).
4) Playing ball when the GM does something bad to you in order to move the plot.
Keep in mind that the Villain can also use Genre Points.
For this campaign, The Genre Effects are as follows. If there are Effects that see little or no use, I'll replace them with something more appropriate to the style of the game as it develops.
Accessorize
1-3 Genre Points can be used to buy (or borrow) a piece of equipment that would not normally be available.
Creative Stunt
By spending 1-3 Genre Points (based on how powerful the stunt is), a character gets to use a skill, perk, special ability or piece of equipment in a new and creative way. For example, the firing spring in the character's handgun just happens to match the broken part in the control panel.
Dramatic Editing
When the game has been completely derailed, or the entire party is about to die, spending 1-3 Genre Points causes a lucky coincidence. The cost is based on how obvious the editing is. For example, the characters find a crucial piece of evidence (1 GP), the deathtrap jams before crushing the heroes (2 GP), or a previously unknown, super-advanced alien race suddenly appears to save the day (3 GP).
Get a Clue
An unexpected leap of logic results in a new direction for the aqdventure, expressed as a clue or hint from the GM. The cost depends on how obvious the clue is, and whether the GM feels the characters have made a good effort at solving the dilemma on their own.
Lucky Break
Instead of taking full damage from a wound, something happens: a falling character lands on something soft, a bullet gets deflected by a canteen, etc. Each 3 Genre points spent reduces a wound by one level. Flesh wounds are completely negated. Multiple reductions can be made at once; spending 9 GP can negate an Instant Death result.