Sunday, January 30, 2011

The Awesomeness Score Revisted

A bit of a re post, but also an update as there have been some changes.

This section is one of the most fun parts of a game session, right at the end. At the end of every game the players (with the exception of the GM save in a tie) vote for the MVP. You cannot vote for yourself. The MVP wins one free fate point (re-roll mostly) and gains +5 to awesomeness for the night.

What is awesomeness? Awesomeness is how you win more re-rolls. The players will add up their score from various factors to have their total score for the night.

Then they roll on a d20, if they roll under their awesomeness they get a fate point, and lower their awesomeness by the number rolled. If they received a fate point they may roll again and try and roll under their new numbers. Rolling a 20 also always gives an awesomeness point and does not lower ones awesomeness score at all, because 20's are awesome.

Thus someone with 15 awesomeness could roll a 12 and gain a fate point. Having 3 awesomeness left the player rolls again and gets a 20 for a second fate point. Rolling a third time with 3 awesomeness they roll again and get a 3 , for a third fate point. Rolling one more time and hoping for a 20 the player rolls 16 and gets nothing. Then the next player begins rolling their awesomesness.

How does one gain awesomess? A combination of static bonuses, powers and actions.

Static bonuses include things like wearing a fancy hat, having a cape, wearing an eye patch, having a manly beard and/or 80's hair. Each of which gives a +1 bonus (with the exception of if you actually need an eye patch, in which case its +5).

Why these types of bonuses? This encourages players to adhere to awesome stereotypes. The white knight with the billowing cape, the soldier with a feathered and flamboyant hat rather than a very useful helm.

Powers are some of the more interesting ones:
- Warriors gain a "trademark item" that grows in power as they defeat more opponents. This grants them a bonus to awesomeness the more epic fights they get in. This encourages warriors to pick out bad asses to fight and also builds a sense of a warrior's history.

- Bards give a bonus to awesomeness to everyone in the party, based upon how many milestones they have passed. This makes bards much beloved in the party (if they take that power).

- Any character who takes the "Elite Training" trait (and gains more pie pieces when building their class) always has 0 awesomeness, meaning they can only get fates as the MVP or rolling a 20. They are the likely hero everyone saw coming. If you wanna play Grimdark Wizard Ninja #234 you can, but it will make your character less awesome (even if a power gamers dream).

And finally the actions of the character. This happens from two major types of actions: Taking extra risk for style (like say sliding down a banister and leaping off to attack when going down the stairs would have the same mechanical effect, minus not needing to worry about falling on your ass) and adhering to trope. If your thief steals a gem from a demonic idols eye in a room full of gargoyles, you know as a player this is a trap and the gargoyles are going to come to life. But obviously, the thief in these types of events and stories ALWAYS has greed win out and has to run for their life. And if you live, you totally rack up the awesomeness.

There are some other minor events that can impact awesomeness, some combat tricks (like humiliation strike giving a bonus or Rojambo giving a penalty).

But by and large it is one of the most fun parts of an evening.

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