The Wild Talents Setting makes very important the motivation of the characters cause it fuels its Willpower, the actual Mojo wich make their powers work (absolutely right in Godlike Setting). I wanted to add this to my Kerberos Club games, so I brought some rule I had used previously with a bent: the Qualities rule I found in an issue of the valuable Shark Bytes.
Qualities are akin the FATE Aspects... phrases that define some aspect of the character and who plays the role of Advantages and Disadvantages at the same time. When the players make themselves in trouble cause they called his Quality ("I´m the Man with the Silver Star, I won´t let this felon gets his way!") they get a bennie... usually some Qualities are linked to Hindrances to give them flesh. Besides that, they can use a bennie instead for rerolling to add +1d6 (acing) to the roll... akin the Extra Effort Adventure Card when they call for the Qualitie and this is appropiate.
This rule adds some deep to the bennies for hindrances ruling, besides making easy to bring the descripitive statements in game. ("Gutting Nine Headed Dragon Claw Strike!").
In the Kerberos Club game i run, i added the concept of Convictions, essentially the things that motivate the character and that make them Strange and Adventurous. When the player make himself in trouble calling out some of his Conviction he gets a Conviction Bennie wich works as Blue Benies in Deadlands, actually adding 1d6 to the roll. Plus that, every character has a Defining Phrase or Motto wich can call out to make a regular bennie as Conviction ("The Last Warrior of Lemuria", "Master of the Arcane Arts of Shangri-la" or "Warlord of Mars", as some examples)
No hay comentarios:
Publicar un comentario