Thursday, 29 September 2016

Valiant Fantasy - The Lure

When the hour is dark and hope is nearly lost, heroes have one option left:
The Lure.

A player may ask the GM for a Lure at any time and a GM may offer one at any time.

If accepted, the player receives one of the following bonuses:

*An attack strikes automatically and will inflict the maximum damage possible on the dice.

*A saving throw succeeds automatically and any negative effects (damage, penalties, duration) from a successful save will be cut in half.

*A Skill Check is bypassed.

Lures may be requested and offered after the dice have been rolled.

Mishaps:
For each Lure accepted, the GM will note one Mishap for the character.

At any time in the campaign, the GM may "use up" a Mishap to do one of the following:

*Cause a successful attack roll, Skill Check or saving throw to fail.

*Add an unpleasant "reveal" or coincidence to a scene or encounter.

*Cause an Ally to be unavailable while in a particular location or encounter.

Examples:
The party is ambushed by goblins. The GM uses a Lure mid-way through the fight that one of the goblins is Urzuk the Ravager, arch-nemesis of one of the heroes.

Moments to shine, moments to fail:
Mishaps cannot occur to a character during the same scene or encounter they obtained a Lure.

Time heals all wounds:
Over time, reckless behaviour tends to fade into memory.
If no Mishaps were triggered for a given player in a gaming session, erase one Mishap marker at the end of the session.

Don't rush in:
New groups may prefer to play without Lure's initially, while getting used to the new classes and races.
The Lure system adds a sort of barter system to the game mechanics, which will make the players more active in the storytelling.
Some GM's may prefer not to use such mechanics.