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Campaign Use of Strengths & Weaknesses by Rodnarok

3:16 really rocks. Laser-focused and efficient.

However… it kind of bugged me that once you had defined a character’s Strengths and Weaknesses via Flashbacks they didn’t, in the RAW, have any further mechanical effect on the game. It’s true that they could be used to inform and flavor role playing once they’ve been defined, but that’s about it.

So in response I came up with this optional plug-in rule to allow and encourage players to get a little more use out of their chosen Strengths and Weaknesses as the campaign moves forward. I like to think it will provide a few more tactical choices and inspiration for role playing that add to the fun without contributing too much crunch.

Invoking Strengths & Weaknesses

Keep in mind that a “previously-defined” Strength or Weakness is one that was defined in a Flashback during a previous session.

If we’re talking about a “replacement” character (per the rules on p.36), it can also be a previously undefined Strength or Weakness in a “Used” Flashback slot that the player must then define on the spot.

Playing to Your Strengths

Each previously-defined Strength may be invoked once per session to re-roll a single dice roll (ability, Kills, etc.) during play (not between missions). Results of the re-roll stand if better than the original roll. The player must be able to describe through role playing how the particular Strength influences the current situation and grants a second chance at success.

Using a Strength in this fashion during a mission does not make a character eligible for promotion between missions per the normal rules for Gaining Rank.

Suffering Your Weaknesses

Each previously-defined Weakness may be invoked once per session to force another player (even the GM) to re-roll a single dice roll (ability, Kills, AA, etc.) during play (not between missions). Results of the re-roll stand, whether better or worse than the original roll. The affected player describes through role playing how this particular Weakness affects the outcome of the situation, for good or ill.

Using a Weakness in this fashion during a mission makes the invoking character eligible for demotion per the normal rules for Losing Rank.

I hope you find this useful in your games. Stay frosty… and keep a little something handy for “close encounters”.


1 Comments Add Yours ↓

  1. Darren Hill #
    1

    I like the Weakness rule, but these give too many rerolls for my liking.

    My method was: each Flashback can be used a second time, when all your current ones are Used, for a lesser effect.
    Strength: use this to automatically succeed an FA roll, with a roll equal to your FA score. Thus, you can remove one threat automatically, or cause the turn to be postponed.
    Weakness: use this to fail a turn, but avoid any effects that you would have suffered that turn. Handy when you failed, or fellow players ganged up on you.
    Both must be narrated appropriately, and after using them, change the / in the Used box to a X to show this benefit has been used.



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