> Here's another option to allow characters to do better
> in contest, allow them to take a new ability and
> immediately add it to their target number or advantage
> points. They choose the level of ability and, through
> negotiation with the GM, choose the name. You could
> even allow this after a player has rolled the dice, it
> might mean re-evaluating masteries and the like but
> who cares?
Late for the play and all, but...
...This bears a great similiarity to a rule that I've been using for another game (which I happen to be working on converting to HQ). Players can attempt to declare the severity of their wounds as a bonus to their attacks instead of a penalty, depending on the emotional disposition of the character. I'm not sure exactly how it would work out in HQ, but I imagine the bonus would go into effect upon a successful passion or relationship roll.
Of course, having just written that, I have to ask myself why I wouldn't just use the passion or relationship score as an augment, perhaps further augmented by the severity of the wound. So perhaps what we're discussing here is akin to developing a new passion -- a "life-altering experience" -- in the face of great danger or desperation.
!i!
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