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bullets

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Bullets

Bullets are a type of token that can be used to help characters by adjusting die rolls or various game circumstances. They are meant to tweak situations to increase the odds of survival and success. However, they come with a risk. Each time a Bullet is spent, it will pass to the Game Master to be potentially spent against the players.

The Bullet Economy

Bullets function in a “fixed economy,” meaning there are always the exact same number in play. Bullets do not typically get added to or removed from the table.

Whenever a character enters the game, they start with three Bullets. This is the only way that Bullets can enter circulation. Therefore, at any point during play, the number of Bullets on the table should be exactly 3 x <the number of players>. For example, if there are five players, there are 15 total Bullets.

The Game Master does not count as a player and does not start with any Bullets of their own.

Spending Bullets

By the Player

By the GM

If any Bullets have been spent by the players—and thus given to the Game Master—the Game Master may spend those Bullets on behalf of NPCs in the exact same way players do. This may be done for any NPC, whether friend, enemy, or neutral bystander.

When the Game Master spends Bullets, they should be given to the player that is most affected by the expenditure. For example, if the Game Master uses a Bullet to help an NPC notice that a player-character is lying about the value of a trade item, that player should get the Bullet.

If multiple players are affected by the expenditure (for example, a merchant hiding an item from the entire party) or no players are affected by the expenditure (for example, a friendly NPC buying down the damage of an enemy attack), then the Game Master may pick the recipient player in any way they choose.

Limitations

No Sharing, Mostly

A player may choose to give one or more of their Bullets to another player. However, those Bullets may not by spent on any rolls immediately facing the other player. So if Andrea's character is being shot at,

No Stacking

Bullets may not be used to modify the same roll. For example, a player could not spend two Bullets to add two additional damage dice to an attack. However, Bullets may be used to modify related rolls. So a player could spend one Bullet to add a die to the skill check to attack someone and then apply a second Bullet to increase the damage by one die.

No Competition

Bullets may not be spent to oppose other Bullets already applied to a roll. So if a player uses a Bullet to increase their damage by one die, the Game Master may not spend a Bullet to remove the die that was added. If two people wish to modify the same roll, you can use this chart to determine who wins the right to spend a Bullet.

  1. The person to declare their intention first.
  2. If the above was a tie, then allow players to spend Bullets over the Game Master.
  3. If the issue is still not resolved, then the “passive” or “target” party wins. In other words, a person getting shot trumps the shooter. Someone being searched trumps the person doing the searching.
  4. In some cases, there may not be a clear “passive” party. For example, two people might be struggling to push the same crate in opposite directions. So if the issue is still not resolved, simply have the parties roll 2d6. The party rolling highest gets to spend the Bullet.

the person to declare their intention first wins the right to use a Bullet. If two people declare at the same time,

Exit and Reentry

Whenever a player-character enters or exits the game, the Bullet economy will require some adjustment.

When a Character Leaves

If a character dies—or permanently leaves the game for any reason—three Bullets should be removed from play. The Game Master should begin by giving up their own Bullets. If the Game Master does not have enough Bullets, then any remaining Bullets will be taken from players. Taxing the players like this should be done one Bullet at a time, picking the player that has the most Bullets. If multiple players have the same number of Bullets, the Game Master may either choose the player to remove a Bullet from or roll randomly to pick the target player.

When a Character Arrives

Whenever a new character enters the game—whether because a new player joins or someone that lost their character makes a new one—that player immediately gets three Bullets.

bullets.1556572804.txt.gz · Last modified: 2019/04/29 16:20 by dan