World:Gotham's Finest/Character Creation/House Rules
While Virtue/Vice are highly important aspects to what defines a character, the constraint of the mechanic can make willpower very difficult to come by at times. Police Officers find themselves pushed mentally and psychically daily, many times multiple times through a given shift. In regards to that per the Mirrors book there are a few other ways to slowly regain WP over time, outside of Virtue/Vice or regaining one a day after sleep.
• Tracking a criminal back to their hideout(1 Willpower)
• Finding a useful bit of information while researching a problem (1 Willpower)
• Escaping from a dangerous situation (1 Willpower)
• Defeating a minor enemy (1 Willpower)
• Trapping a criminal in their hideout (2 Willpower)
• Finding a vital piece of information through research (2 Willpower)
• Rescuing a friend or loved one from a dangerous situation (2 Willpower)
• Defeating a major enemy (2 Willpower)
All or Nothing
Sometimes a single success just doesn’t get it done. Sure, you’ve still succeeded at the roll, but the result is probably nothing spectacular. This option allows you to dump all your remaining Willpower to gamble with probability. When you choose to go All or Nothing, if your next roll is a success it counts as an exceptional one. If, however, the roll fails, it’s considered a dramatic failure. This option may not be used in combat.
Per: Changeling- Winter Masques
As a general rule, gameplay of this nature can be resolved as a extended and contested Intelligence + Composure roll. Equipment bonuses can be applied as necessary marked cards for a poker game (assuming the character knows how to read the marks), or a book on chess strategies for a game played out over days online. Equipment bonuses can also be used to simulate the random element of some game. For example, in poker it would be appropriate to assign an equipment bonus of -1, 0, or +1, as the luck tends to even out (roll a die: 1-3 = -1, 4-7 = +0, 8-10 = +1). You can choose to play out individual hands of cards in this fashion if you like, or just have the roll represent the entire evening's play. If playing for money, the following system can be used to quickly resolve whether a character loses or wins big.
Dice Pool: Intelligence + Composure + equipment versus Intelligence + Composure + equipment
Action: Extended and contested
Obstacles: Odds, as they say, favor the house. There is a flat -3 to -5 penalty to gambling, depending on the complexity of the game and the odds of winning.
Aids: The characters can gain circumstantial bonuses for cheating, skilled bluffing or a good eye for reading an opponent. These three are handled as follows: cheating is Wits + Larceny contested by Intelligence + Composure (to spot the cheat), bluffing is Manipulation + Subterfuge contested by Intelligence + Empathy and reading an opponent is Intelligence + Empathy contested by Manipulation + Subterfuge. Success on one of these stratagems grants an additional +2 circumstance bonus to the roll; failure, however, imposes a -1 penalty.
Dramatic Failure: The character backed the wrong horse. He loses anywhere from half the money he has on him on up - he may even have bet more than he's carrying and wound up with an ugly debt. If the character was cheating, he is caught in the act.
Failure: Either luck or judgment just wasn't sufficiently there. The character loses appropriate to the time spent and the stakes; anywhere from three to 10 times the ante amount is appropriate when playing for money.
Success: The character comes out ahead, and makes some modest profit appropriate for the time invested and the level of stakes. If playing for nickels, he probably gets a dollar or two ahead; if the ante is $50, he may have made a couple of hundred bucks.
Exceptional Success: The character wins big in dramatic fashion - bluffing down his opponents with a pair of twos, or achieving checkmate out of nowhere.
Per - Armory: Reloaded
Dice Pool: Dexterity + Medicine + equipment
Action: Extended (one success is required per –1 penalty to be negated; each roll represents one turn of first aid work)
While it’s not as good as proper medical attention, a quick bandage and a makeshift sling can do wonders to get an ally back into the fight. This use of the Medicine skill allows a character to temporarily negate penalties incurred by injury and damage (whether wound penalties thanks to having damage in one of his rightmost three Health boxes, penalties from suffering a called shot, or a supernatural power with debilitating effects). Penalties from multiple sources can all be reduced with this Skill use. Only dice pool penalties (whether universal, as in the case of wound penalties, or penalties to specific rolls) can be reduced; Speed reductions, temporary Ability loss, and the like cannot be patched up. Specific penalties (e.g. a –1 to all actions involving fine motor control, –2 to Perception rolls) must be patched up before general wound penalties, but the character performing the patch-up job can pick and choose how many penalties he will negate.
At the Storyteller’s discretion, exceptionally severe wounds with associated penalties might require more significant care than a patch up job—if a character is suffering penalties from a crushed and mangled hand or a gouged-out eye, for example, a quick patch up probably won’t help. If the patient incurs a new wound penalty or injury-based penalty, all penalties reduced by the patch up immediately return in full.
Dramatic Failure: Your character’s ministrations only serve to increase the pain and discomfort of the patient’s injuries. He suffers an additional –1 on all actions for the rest of the scene, on top of any wound penalties he is currently suffering.
Failure: Your character fails to make progress toward reducing the patient’s penalties.
Success: Your character makes progress toward improving your patient’s functionality. Once you have accumulated successes equal to the total penalty you wish to remove, the patient ceases to incur those penalties until the end of the scene. At the end of the scene, the penalties return, and a character cannot be subject to more than one patch up per story.
Exceptional Success: Your character makes tremendous progress toward patching up his patient. In addition, if you roll five or more successes beyond the target number, the patch-up job lasts till the end of the chapter instead of the end of the scene.
Suggested Equipment: Set of surgeon’s tools (scalpels, retractors, clamps) (+1), field surgical kit (+1), military surgical kit (+2), access to surgical facilities (+3)
Possible Penalties: Lack of tools (–1 to –4), bad weather (–2), distraction from noise (–1) to imminent danger (–4)