1. Pvp
2. Pvp social
3. Powerful enemies
4. Acting against the world?
5. Knowing things
6. Removing harm.. Collateral?
7. Social risk
8. Group sheet- employer trust, other social groups, assets
9. Harm all or nothing? Margin for pvp?
10. Scale? Linear harm/armour/hp? Number of layers?
11. Backstabbing with trust?
12. Harm scale? Coarse? Fine?
13. Resist mental compulsion?
Free & clear? What is everyone involved doing?
1. Pvp margin driven & rare.
2. Roll to set up. Offer carrot (trust)?
4,5,7 Pick the risk? Always some way it could go wrong.
6. Collateral should be rare/gone for competent adventurers
8. Roll vs accumulated hate at session start.
3,10. Harm done. Extra HP/resources. Number of allies. Spend scale/adjectives^2? Or put as front behind dangers? Scale = layers.
13. PvP. Success on compel=hold. Spend to give order. Comply or harm.
Collateral randomly gives a very random feel. Make it more predictable. For competent agents. Wild is ok for amateurs.
Signature stuff – repairs every session.
Change dangers: harm (you, friends, reputation, something you don’t want broken), discovery (of you, your plan, betrayal, new difficulties or foreshadowing), escalation (capture, separation, pending threat happens now)
Dangers should = GM moves.
Spend stuff to avoid danger? Pre-emptive – ie 1 die, no danger?
Eg: armour, sniper rifle, smoke bomb?