Optional Rule: Influencing Success Rolls
Here are two options for GMs who wish to let players spend bonus character points to influence game-world outcomes. Be aware that rules of this kind tend to encourage players to sacrifice longterm development for short-term success. This is most appropriate for genres where the heroes usually "win" but don't develop much; e.g., classic comic-book supers. The GM might want to set a limit on how many points each player can spend this way per game session.
Buying Success
A player can spend bonus character points to alter the outcome of his last success roll. It costs 2 points to turn critical failure into failure, 1 point to convert failure to success, or 2 points to turn success into critical success. Add these costs for multiple shifts (e.g., critical failure to critical success costs 5 points). To keep the PCs from winning every battle with a series of critical hits, the GM may choose to forbid purchase of critical successes, at least in combat.
Note that because "guaranteed success" can destroy suspense, this optional rule is not recommended for horror or mystery games.
Player Guidance
A player can spend bonus character points to specify the game-world effects of a recent success. Whenever he rolls a success (or in a situation that didn’t call for a roll), he may spend 2 points and add a plausible element to the world or scene. A player who rolls a critical success may spend 1 point for the same effect. This replaces any other beneficial effects of the critical success.
- Example: Dr. Smith is working at the Federal Laboratory for Advanced Weapons when a giant robot bursts through the front doors, four stories below. Smith makes his Sense roll and notices the attack. Smith's player suggests, "I was walking past the security station and spotted the robot on a monitor. I go over to the console and train the sensors on the robot." The GM hadn't previously mentioned a security station or sensors, but since that fits his view of the FLAW, he agrees. Smith's player pays 2 points and the GM fits the scene in.
In addition to being plausible, a suggestion must be acceptable to the GM and the other players. In general, the GM should go along with suggestions that are imaginative, that move the plot forward, or that save a PC’s life. The GM should not approve a suggestion that would short-circuit the plot, contradict a previously established fact, or harm or steal the scene from another PC. In borderline cases, the player and GM can negotiate.
The GM should make a note of any element added using this rule, as it becomes a permanent part of the game world!