Another rule that goes with Luck. Read it, and if we want to begin using it during the next game session.
Connections are things that are important to the character. A Connection could be anything — a person, a place, a thing, an abstract idea. “It might be your dear old mum,” Paul says. “It might be the house you grew up in. It might be your dog. If you want to play it, it might be your trusty .38 revolver. Faith in the Lord. Abstract concepts. Whatever is important to your character.”
You can call on a Connection to refresh Luck points, but only once in a given game session for each Connection. The amount of Luck you can refresh by calling on a Connection depends on the length of the game session, one point per hour of play. Or for a one-off, standalone game session, a flat five points.
Each character starts with three Connections. You can gain more through play, mostly by experiencing indefinite insanity due to catastrophic Sanity loss. Each indefinite insanity adds a Connection: Fear of Rats, maybe, or some kind of delusions. You can invoke that Connection, playing up the insanity, to regain Luck points.
But you can have no more than five Connections. And once you hit five, if you suffer another insanity, rather than adding a new Connection it corrupts or perverts an old one. So your Connection to dear old mum might get warped and ugly as your sanity erodes
"Chirp....chirp"
ReplyDeleteAh, the sounds of crickets in an otherwise silent room supposedly filled with discussion.
Just kidding. :) Anyway, if anyone has any ideas on the rules I posted, please feel free to post away. If possible, before Sunday.
Also, Wills and OJ, did you receive my invite to the new blog "Encyclopedia"?
chirp, did you say something?
ReplyDeleteI did... I replied to the email I guess, didn't realize that it was a blog thingee... I agree with all of the above, it sounds like fun :)
ReplyDelete