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Destiny Points

Page history last edited by PBworks 17 years, 6 months ago

Destiny Points

A World Of Darkness Houserule

 

Destiny points represent your character’s ability to make the world conform to her true path. She lives when others try to kill her, she succeeds even when she shouldn’t, allies are there when she needs them or the officer that caught her with incriminating evidence is actually an old high school friend. However, destiny can only take one so far, and when she’s pushed it too hard it will run out of power and she will die.

 

Each character gains five destiny points at the beginning of each session. Additionally, the Storyteller can award further destiny points as a reward for supporting the theme of the campaign or as a reward for things that are just plain cool. The character may not end a session with more than ten ( 10 ) destiny points, though she may have more during a session. These points can be spent on any of the following. Note that this system removes the need to award experience points at the end of any given session, scene or story, though the storyteller still has that option.

  • __Automatic success:__ By spending one destiny point, the character automatically gains a single success on one roll or check. She is fated to succeed at this challenge and move on to greater things, and her story must be completed. This can be in addition to the number of successes rolled and may be spent before or after the roll. A character may spend as many destiny points as desired on any single roll. This automatic success only affects one roll at a time.
  • __Reduce damage:__ By spending one destiny point, the character reduces one point of damage by one step. Aggravated damage is reduced to lethal, lethal is reduced to bashing and bashing is reduced to none. This can only be used when damage is taken, not after the fact. There is no limit to the amount of destiny spent. She can’t complete her destiny if she’s dead.
  • __Altered plot:__ The person encountered is actually someone the character is friendly with. She either knows him from the past, such as cousin Ernesto the security guard, or he is an admirer of hers, such as the bouncer at the local club being a fan of her doctoral thesis. The cost of this use is two destiny points, though the storyteller is free to either increase this cost if it avoids moderate challenges or disallow this use entirely if it would avoid major story elements. Note that if plot alteration is not allowed then the character does not spend any destiny points.
  • __Gain experience:__ At either the beginning or ending of a session, the character may convert as few or as many destiny points into experience points as desired at the rate of one for one. Additionally, if the character ends a session with more than ten destiny points, all points beyond ten are immediately converted to experience points.

This system has no effect upon the willpower mechanic. Willpower can still be used to boost a resistance by two or to add three dice to any roll. Willpower and destiny can be spent to modify a single roll, representing the combined forces of maximum character effort and the hand of fate, God or other universal force.

This variant rule is for dangerous campaigns in which the characters will need all the advantages they can get, for campaigns with major story elements that require the characters to have a good chance at surviving to their assigned plot positions or for campaigns with a great deal of over the top action.

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