Resolving Actions

Using Wyrd

The number of WPs a PC starts the game with is equal to the Character Points that they were awarded for their character description.

Accumulating Wyrd Points in play

Once the character has been allocated an initial WP total the GM may award or deduct WPs as the game progresses. Additional points are awarded for acting in character or helping to progress the game or keep the party together (not necessarily helping the party because this might be contrary to the character) and points are deducted for acting out of character or being unnecessarily disruptive to the party or game flow. Typically the GM should award points if a significant act in character is not simply for game advantage. For example, a loyal and brave character going into extreme danger to rescue an injured comrade or a self-seeking thief managing to steal from his comrades without the other players being aware of it or doing it in such a way that being discovered will not disrupt the party. Similarly, points should be deducted if the loyal character ran away or betrayed a friend or the thief acted purely altruistically. These acts should be significant, typically at some cost or risk to the character and the GM should award these points only sparingly to reward good role-play.

Expending Wyrd Points in play

A player may use WPs to influence the story at any point. This will usually be by enhancing their luck. For example, WPs can be used to roll an automatic 8 during Feat rolls (see below). In this case, 5 WPs are given up for each 8 without rolling the die. The player should also describe how they have performed the Feat in some extraordinary manner. Multiple 8s may be rolled in this way and in this manner, a character may accomplish something absolutely extraordinary at a crucial moment. You will see from the Feat table below that a Feat with less than one in a thousand chance of success may be achieved by spending 20 WPs.

The player may use WPs to deflect combat damage to a more acceptable area. For example, a character hit in the face may deflect the damage to a limb. Depending upon the target and the circumstances, the GM may rule that this costs between 2 and 5 WPs.

The player may also use WPs to influence the direction of the story. This is for negotiation with the GM. The player must bid points to back their proposal. When the GM and player agree, the requisite number of points are given up.

The player may also use WPs to allow her character to escape death or lessen an injury. The usual cost for this is between 5 and 10 WPs. If, in the normal course of play, a player character would have died as a result of injury the player may pay 10 WPs and the GM should find some way for the character to cheat death. This does not necessarily mean that the player will not be seriously injured or otherwise disadvantaged by the experience. For example, a character receives a mortal arrow wound to the chest, on payment of 10 WPs the GM might rule that an artefact in the character’s breast pocket had deflected the arrow and reduce the damage to a serious injury.

Finally, a WP may be spent to trigger the use of a character’s Edge. For example, a character with the Edge of ‘contacts’ might spend a WP to have a contact who supplies useful information in a particular situation. A character with the Edge of superior strength might be able to cause a blocked blow to shatter a shield.

Balance of Wyrd and die rolling

It is possible to use Wyrd points to such a degree that the use of a die (see below) to determine the outcome of actions and events is minimal. Equally it is possible to neglect the use of Wyrd points and to rely exclusively on die roles to determine the outcome of events. The balance between the use of die and Wyrd is a matter of preference for the players and the GM together. This balance may even change during the course of play. The GM should not impose this balance on play but rather allow it to evolve to suit the playing style of the group.