I really like the idea of Influence being a thing you need with your semi-sentient, semi-aware, semi-telepathic mecha. Also you clearly see in the show idea that there are levels of bonding with the Lions, and that folks do not all have the same levels of Bonding.
So.
**Spendable Influence
**When you take Influence over someone, hold the token. You can hold multiple Influence tokens over the same character. Spend your Influence when you choose to:
- take +1 on a move against that character
- inflict a condition on that character
- ask that character a question; they must answer honestly
- (for PCs) shift that character’s Labels, one up and one down
- (for PCs) offer that character the chance to mark potential if they do what you want
- (for PCs) give that character -2 on a move against you
- (For mecha) Discover and use a previously-unused mecha ability/power/attack.
- (For mecha) Permanently unlock a mecha ability/power/attack that you have previously discovered and introduced
This change would have repercussions all over the system, necessitating tweaks to several moves. The ultimate effect is that Influence becomes more of a spendable resource, something you accumulate and then use. It also might make the game more about emotional manipulation and leverage. Works fine when you’re playing politics with reluctant allies, but might make the team’s interactions a little more cynical.
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And here’s another one:
TEAM STAT
The team as a whole gains a Team stat, and a Team track with five boxes.
Your Team stat starts the game at +0. Your Team stat can never go higher than +3 or lower than -2.
Whenever you would add a Team to the pool, mark a box on the track instead. When you mark the fifth box, clear it and increase your Team stat by +1. Whenever you would spend a Team from the pool, instead clear one box on the track. If there are no filled boxes to clear, then decrease your Team stat by -1.
When you help a teammate, roll + Team. On a hit, add +1 to their roll. On a 7-9, clear one box on the Team track. On a miss, clear one box on the Team track in addition to any other hard moves.
When you act selfishly, say how your actions ignore or insult your teammates and roll + Team instead of your usual Label on any move. After the move is resolved, decrease the Team stat by -1.
This is a big change. Team is less transitory; increasing the Team score can feel cooler than just adding Team to the pool. It’s also going to be a lot easier for teammates to help each other; even when Team’s at +0, PCs will now be able to roll it to help each other out. Would also slow down the game a bit, since everyone helping out would need to roll in addition to narrating the help, and there might be fallout from bad rolls that might not have happened otherwise.
Seems like you actually make this the default stat to roll while piloting Voltron. There’d be times isn’t wasn’t relevant, but anything Voltron’s doing with the team working together would totally be this.
author: Doyce T.
url: https://app.roll20.net/forum/permalink/6114537