The idea you used in Nobilis sounds very similar to the way compel work in FATE. Your character can follow a course of action dictated by an Aspect and get a FATE points or ignore it and not get anything. That's the sort of thing I want to get into HQ - to use an opponents ability, give him a HP. I'm not sure if the opponent has the "right to decline" though.
On another note, I've been doing the generate an ability and get extra HPs from it for a while. However I love the idea of "up the stakes in a conflict and give me HP," that's such a cool idea it's been nicked!
> > This means equipment becomes really useful.
> Instead of
> > a piddly +3 you're sword is worth +30 - if you
> want to
> > narrate why it's worth +30 and blow the Hero
> Hmm, as I said in another message, I fear this would
> be much more
> interesting than just bumping.
> Maybe just for one roll, as you suggested? Or with a
> lower bonus? As you
> presented it, any ability higher than 20 is more
> interesting for
> 'lensing' than bumping with a HP. Maybe just half of
> what you suggested?
> > Likewise we could adapt the rules for "compelling"
> > other characters abilities. You give them a Hero
> > and they give you a bonus for the ability you're
> > exploiting. You reckon that Golden Tongue merchant
> > a bit of a tightwad? Well, spend a Hero Point and
> > a (big) bonus based on him being a miser.
> OK, that's a good extension, as the rules as they
> are already allow you
> to use his "tightwad" ability as an augment for you
> (or even as a
> starting point for your TN).
> > It also means that if you're using something like
> > Mike's currency based system and you've
> "inflicted" a
> > new ability on someone, you know about it and can
> > "compel" it straight away in a new contest/next
> > exploiting the opening.
> > There's also "tagging" - where you can use
> > environmental effects along the same lines, but
> > see how well the other ideas float before going
> > bonkers.
> I'd be interested in it, since I want to introduce
> abilities or "plot" abilities and let the players
> use them.
> "Many Cannibals In There 10w", "Pirate Ship!", "In
> Love with the Dragon
> I'd like to use the Charms/Fetishes table:
> 0-20 is 1 HP
> 1w-20w is 3 HP
> 1w2-20w2 is 6 HP
> 1w3-20w3 is 10 HP (I guess)
> So, if you accept some consequence or
> disadvatangeous ability at 10w,
> you get 3 HP.
> "(Player:) Let's have some cannibals, I'm taking the
> 3 HP, come on,
> throw them, I can take it!"
> or "(Player:)Let say I fall in love with the Dragon
> Daughter, how about
> a good 5w2 ? (GM:) OK, you're madly in love, write
> that down, take some
> HP, make it 4".
> or "(GM:)You now want to buy off your love ability?
> I'll cost you 4 HP"
> or "(GM:) Come on, you don't want your character to
> say who she is? That
> would be a good scene! Not even for 2 HP? And for
> or"(GM:) The fire demon draws his burning blade,
> fight! It has 10w2 in
> Close Combat" "(Player:) Pssht, I want something
> more... impressive.
> Give me HP and I accept up to 10w3"
> And so on... Just toying with this idea.
> I used something similar in a recent Nobilis
> campaign, and it was
> interesting to see. Players could also give one
> another some points, to
> 'force' some other player : "I say you should take
> his offer, I give you
> 1 HP if you take it."
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