APPENDIX 2: A WILD DIE ALTERNATIVE

 

I

NTRODUCTION

The Wild Die system in Industrious Sorcery is functional, but boring. A bit of creativity can make critical successes and failures much more fun. Presented here is an alternative system for treating the Wild Die.

 

T

HE CHART

 

Wild Die 6

Wild Die 1

 

Heart or Diamond

Spade or Club

Heart or Diamond

Spade or Club

 

A

Receive a Fate Point. Return this card to the deck.

Receive a Fate Point. Remove this card from the deck.

Receive a Fate Point. Remove this card from the deck.

No Effect. Remove this card from the deck.

A

K

Increase Skill +1 pip

Increase Skill +1 pip

No Effect

No Effect

K

Q

Increase Skill +1 pip

Gain a Luck Point

No Effect

No Effect

Q

J

Gain a Luck Point

Add one success

No Effect

No Effect

J

10

Gain a Luck Point

Add one success

No Effect

Lose one success

10

9

Add one success

Add one success

No Effect

Lose one success

9

8

Add one success

Roll another Wild Die

Lose one success

Lose one success

8

7

Add one success

Roll another Wild Die

Lose one success

Lose one success

7

6

Add one success

Roll another Wild Die

Lose one success

Lose two successes

6

5

Roll another Wild Die

Roll another Wild Die

Lose one success

Lose two successes

5

 

H

OW IT WORKS

Find a deck of cards and remove all the cards valued 2, 3, and 4. Shuffle the rest and keep the deck handy.

 

You get the same number of Wild Dice as described in the rules, but one of them is a special Wild Die. If a 1 or a 6 is rolled on that die choose a card from the deck. Look up the card on the chart above and apply the effect.

 

At the end of the gaming session the game master may allow the players to draw a card from the deck to try to acquire one of the permanent effects.

 

E

FFECT DESCRIPTIONS

Receive a Fate Point — Your character gets a free Fate Point. You will then either place the card back into the deck, or remove it for the rest of the gaming session.

 

Increase Skill +1 pip — Permanently increase the primary skill used in this roll by +1 pip. In the combination of Skill 1 + Skill 2, the primary skill is Skill 1.

 

Gain a Luck Point — You may use the Luck Point for this roll or save it for later.

 

Add One Success — Gain an automatic success to this roll.

 

Lose One Success — Subtract one of your successes from this roll.

 

Lose Two Successes — Ouch. Subtract two of your successes from this roll.

 

Roll Another Wild Die — Roll a standard Wild Die in hope of gaining another success to this roll.

 

No Effect — No effect. Carry on.