Inspiration v3

Setup and Rules

  • At the start of each session select X tokens where X is the number of players . Create a shared player pool of half the tokens (round up), the rest go to the DM pool
  • When a token is spent from the DM pool move it to the player pool and vice versa, then use one of the options listed below.

Options

Boost (1 or more tokens). Add +1d6 to your unresolved check/attack for each token flipped. Like those tense slow-motion moments in a movie describe what is going wrong and the desperate measure the character is taking to try to succeed.

Step 1 Spend a Token from your pool and move it to the other pool
Step 2 Describe what is going wrong,
and the desperate efforts you are trying to succeed.
Step 3 Roll your d6 to see if you succeed.
You may repat steps 1-3 as long as you have tokens in your pool.
 

Advantage/Disadvantage (1 token). Through story-telling, you gain advantage or impose disadvantage on a check or attack. This may be used after a roll but before it is resolved.

Before a roll is resolved.
Step 1 Spend a Token from your pool and move it to the other pool
Step 2 Tell a story of how the advantage/disadvantage came about.
Step 3 Roll the second die and resolve the roll.
 

Good Planning (1 token). You obtained a helpful item in your past and then suddenly remember you have it.

 
Step 1 Spend a Token (2 for a common magic item) from your pool, move spent tokens to the other pool
Step 2 Define the item you planned for or were gifted.
Step 3 Describe and name the NPC you got the item from.
Step 4 List item and NPC on your character sheet.
 

Flashback (1 or more tokens). Does not alter what has already happened, but inserts a dynamic from the past. Reveal through storytelling, a connection to an NPC and the new dynamic that would shift their current reaction. If you're trying to affect a group, you instead gain advantage on Persuasion or Performance check (if you already have advantage, roll a third die).

Step 1 Spend Tokens from your pool and move them to the other pool
Step 2 Tell a flashback story.
Step 3 Determine cost.

Tier 1 PCs/NPCs - 1 reaction step / 1 token.

Tier 2 PC/NPCs - 1 reaction step / 2 tokens.

etc.

Step 4

Shift reaction by one category (or, make your skill roll):

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New reactions: Intense (Negative and Positive). These are used to develop relationships beyond mere Hostile or Friendly.

  • On the negative side relationships might turn into: vengeful obsessions, malevolent fixations, fanatical vendettas, existential animosities or nihilistic wrath.
  • On the positive side, relationships might turn into: devoted loyalists, reverent admirers, love interests, protective guardians, eager devotees, comrades-in-arms, or enthralled followers.
 

Yes! a relationship can move from Intense (Negative) to Intense (Positive) and vice-versa! Imagine two antagonists who suddenly reveal their affection, or a devoted follower who finally sees their idol for the flawed being they really are, etc..  

Alter the scene (2 or more tokens). Develope a cause and effect that would change/alter a recent/impending narrative (with DM approval). Desperate for tokens - Steal DM tokens and assign disadvantage to a fellow player's next attack or saving throw that does not already have disadvantage.

 
Step 1 Spend a minimum of 2 Token (it may cost more) from your pool.
Move spent tokens to the other pool
Step 2 Choose Cause.

+1 tokens = Mundane

+2 tokens = Unusual

+3 tokens = Supernatural

Step 3 Choose Effect.

+1 tokens = Random

+2 tokens = Tenuous

+3 tokens = Lasting

Step 4 The DM re-narrates the new altered scene.

  • Mundane - a plausible change by environment factors or an inhabitant.
  • Unusual - a possible change beyond the “norm” by an unexpected natural phenomena or significant error/effort on the part of the inhabitants.
  • Supernatural - a change by outside forces well beyond the norm.

 

  • Random - a change that could revert quickly (e.g. 1-3 on a d6 at end of round).
  • Tenuous - a change that would hold until conditions change (as determined by the DM).
  • Lasting - a change that would last through a series of condition changes.

 

Alter the Scene example:

DM: “the creepy old battlefield is obscured by heavy mist - who knows what lies within!”

 

2 tokens: “a breeze (mundane) occasionally (random) thins the mist revealing some of the mysteries within… you see a central mausoleum in the wavering gloom”.

 

3 tokens “the late morning sun (mundane) has burned away the mist for now (Tenuous)… you spot sun bleached bones and weapons scattered about the old battlefield. In the middle is a Mausoleum adorned with grim gargoyles”. (Behind the scenes, the DM decides the undead skeletons will not animate as the players pass through, but the gargoyles and stirges in a nearby tree will still pose a hidden threat).

 

5 tokens: The players attempt a ritual and the DM allows this modification: "Luke casts "Fireball" at the same time Lane casts “Bless”. He prays to Fharlanghan to utilize the expended energy to reveal that which lurks within the mists! A divine wave of heat washes over the grim moor (Supernatural), burning away all the mist for now (Tenuous). In addition clawed bony fingers from the long dead momentarily try to shield themselves from the divine wave before growing still. Likewise, a flock of winged creatures to the west depart an old gnarled tree seek a more haunted space.” The DM decides the gargoyles remain a hidden threat.

 

6 tokens: similar to above, a supernatural cause, but perhaps the players ask for the mist to disipate for some days (Lasting effect), or perhaps the gargoyles flee as well for several days (Lasting effect).

These rules are provisional and may change after testing.

Tokens. Cards, coins or any 2-sided object can be used.

Flashback is good for plot twists, dramatic reveals, cashing in favors, coincidences, or sudden attitude/behavior changes. Examples:
  • Kaden's player has had some good quality RP with a "one-sentence, discard" NPC from a module. Kaden's player would like to make that NPC more a part of his story and spends a token to shfit the NPC to lntense (positive) and the NPC becomes his dedicated squire at his castle.
  • PC Lofton Sr. is approached by an angry city guard when his son Quaid in tow. The officer is threatening to arrest his son (another PC). Lofton's player tells a story of how he and the guard are actually aqauantances who frequent the same Inn for breakfast. And shifts the hostile gaurd from Hostile to Indifferent.
  • PC Nebbo is approached by a Dragonborn sellsword who says "you're a problem". Nebbo's player spends a token to have a flashback of the two playing a game of Dragon Ante in the park and shifts the Dragonborn from Hostile to Indifferent.
  • When PC Zloy steps onto the docks of Lorcaster, he is initially greeted by an angry NPC named Nolan. There is a tense moment, where Zloy's PC realizes he is in danger. He spends a 2 tokens to shift Nolan from Hostile to Friendly, and Nolan breaks into a hearty welcome to the old scoundrel!
  Good Planning is good for having the right thing at the right time. Examples:
  • When Indy realizes he has his father's Grail Diary in his coat pocket.
  • When C3PO realizes he has a working comlink to reach Luke, Lea, Han and Chewie about to die in the trash compactor.
  • When Luke wakes up on Hoth, hanging by his feet in the Wampa cave, he realize his light saber is within force reach.
  • When Indian Jones invokes the power of the Shankara stones (explained as having researched the incantation years ago) to distract and defeat Mola Ram.
  Alter the Scene is good for when you expect things might go badly and take a chance to tip the scales in your favor.
  • When NPC gestapo agent Major Toht looses the fight for the Ark medalion he the DM determines a (flawed) copy of it to have been burned into his hand when he briefly held it (3 Tokens - mundane effect, tenuous burn mark).

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