Hi, I have a rules question regarding Devil’s Bargain:

Hi, I have a rules question regarding Devil’s Bargain:

Hi, I have a rules question regarding Devil’s Bargain:

One of my players while being in a desperate situation with zero effect asked me if it was possible to take a devil’s bargain for increased effect.

I allowed that but i couldn’t find anything in the rules stating such a use of the bargain is intended.

Therefore i would like to know if taking a devils bargain for increased effect is recommendable or if it is only intended for an additional die

4 thoughts on “Hi, I have a rules question regarding Devil’s Bargain:”

  1. Sounds on par with pushing yourself for 2 stress. Perhaps that is the clearer option, but if a player is looking not to spend stress or any easy way out, I would make it a particularly devilish bargain for the trade.

  2. In that case the player didn’t want to spend stress for pushing himself, because he was near Trauma. But I understand your point.

    Thank you for your answer.

  3. It’s not in the rules (DB only offers +1D, not effect) but here’s a couple things you could consider:

    * A setup action (which could be a flashback, even done by a different character) to increase effect.

    * Bringing in more people (to improve scale), a fine item or asset (to improve quality), or exploiting a weakness or finding a way around a strength (to improve potency) before making the roll. This might also require a flashback, but it might be something the characters find on their sheets as well.

    * Rolling it with zero effect and the character’s eyes go wild when their best efforts do nothing (better have a better plan next time!)

    * If you’re going to hack the rules a bit, you could consider the current scale (Controlled, Risky, Desperate) and contemplate a fourth position, perhaps “Suicidal”? Consequences might be fatal harm or a catastrophic consequence. And if this position was possible, offer increased effect if this position was taken. You might even say that to even try it requires harm/stress/trauma as well.

  4. I really like the last idea. I think i will offer it to the players if we come to a similar situation and the other options are either not available (fictionally or mechanically) or the players don’t want to take them.

    Thank you very much for your answer.

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