I am always faced with the problems of need cues to improvise, and not
having the most creative uses of the core book's pre-session icon
relationship rolls. This rule allows for some mechanical benefit to the
rolls, useful in a pinch, and also more explicitly gives players some
control over the story.
Rolling 5s and/or 6s on the per-session icon relationship rolls grants
influence points tied to the rolled relationship. These influence points
can be used very similarly to e.g. Savage Worlds bennies, including but
not limited to the following suggestions:
NOTE: you can also apply these effects to a willing ally.
- Obtaining a magic item or other favor, as per the core rules.
- Dramatic combat effect, e.g. +1‐+3 to attack, damage bonuses, and
the like. Auto-crit might be too much to ask, unless the drama really
calls for it.
- Grant yourself a reroll and take the better result on any d20 roll, or
force an opponent to reroll and take the worse result.
- Redistribute the party's recoveries.
- Pass a death save as if you rolled a 20 — be sure to narrate
how personal and/or iconic energies let you shrug off death.
- Redirect the story — if you'd like the current events to be going
a different way, spend a point and narrate what happens instead. I'll
try to work with it.
- Establish a long-term truth — if you would like to, say, tie
your character to a quest for a powerful artifact, iconic goal, or
whatever, assert it as a fact of the world. Hopefully we won't leave
too many of these dangling.
The normal uses of icon relationship rolls still apply.