Influence Points

I am often faced with the problem of needing cues to improvise, and not always having the most creative uses of the core book's pre-session icon relationship rolls. Some players, to varying degrees, have the same dilemma, leading to story-guide icon relationship rolls going unused and forgotten.

This quasi-rule allows for some mechanical benefit to be tied to the rolls, useful in a pinch, and also more explicitly gives players some control over the story. (They already had this control, of course, but we might as well reassert it.) None of this is meant to replace or supercede the core book's suggestions on story-guide results.

Influence Points

Rolling 5s and/or 6s on the per-session story-guide icon relationship rolls grants an advantage tied to the rolled relationship, to be treated as a resource (perhaps even a physical resource, like a coin) granted to the player for each 5 or 6 for them to spend as they see fit. These results can be used very similarly to e.g. Savage Worlds bennies, including but not limited to the suggestions below.

These usages are for the players to cash in their points if the GM has been slacking or if the player has a great idea of their own, but the GM reserves the right to inform the player that they have other plans this session for a particular roll that just haven't surfaced yet. Maybe both the GM's idea and the player's idea both play out, or one cedes the floor to the other, or who knows! Maybe different factions from the same icon start pulling the PC in different directions with their now-public drama.

NOTE: you can also apply these effects to a willing ally.

The normal uses of icon relationship rolls still apply.