|Literally an impulse buy|
|Table of Contents|
Parting From Your Points
- Buying Success - Spending points to instantly succeed at a roll, a la the optional rules in the Basic Set, but with a bit of an expansion and more details and examples.
- Wild, Wild Destiny - Inside the Paying Fate's Price aside, this is some optional rules to give Destiny a more objective and measurable benefit that makes it support many of the ideas from Impulse Buys without requiring permanently lost character points. A critical option to consider for GMs or players wary of permanently "throwing away" points.
- Player Guidance - This speaks to metagame abilities like being able to determine set pieces, props, and coincidences in the current situation, and give some, in my opinion, unfortunately soft guidance on how to judge the appropriate level of a meta request. This section also includes, similar to Wild, Wild Destiny, rules to make Serendipity work on a point system for the Player Guidance benefits.
- Survival- This section covers ways to make sacrifices so players can save themselves or friends. Importantly, there is also guidance for how to not devalue the Extra Life advantage.
- Amazing Feats - This is about spending points to have characters do unusual, amazing things. It, for example, gives huge discounts to advantages if they can only be used if the appropriate amount of character points are used. It also includes burning character points to temporarily enable cinematic campaign switches in a more gritty or realistic campaign, like those spoken to in Martial Arts.
- Besides those main categories, there are handfuls Perking Things Up asides that allow players to burn a character point for a temporary benefits a la perks.