So here it comes:
The reasoning behind those rules was quite sound. Firsty, as SG I wanted more clarity like a general guideline for using botches. Secondly, I found that the randomness and severity of botches in RAW were often totally anticlimactic (out of story-beat rhythm) and sometimes âde-railingâ my story. Thirdly, I wanted to reduce the random factor and shift some of the agency from the game system to the players. The players now can choose to accept some of âtroublesâ the SG comes up with, or to avoid them by paying a CP. Lastly, a player should not be punished for bad luck. So, if he can spend a CP, he can avoid that botch effect/SG-Intrusion and just ânormallyâ fails the task.
SG-Intrusion/Botch (Alteration)
SG-intrusion is the main mechanic, which the SG uses to inject drama and additional excitement into the game, without rolling a bunch of dice and comparing them with detailed in-game-stats. Itâs also a handy tool for resolving issues that affect the PCs but do not involve them. SG-intrusion is a way to facilitate what goes on in the world outside the characters. It can be also used as a narrative tool to bring the PCs back on track without heavily railroading them or to provide some CPs to players before important events.
The SG can announce a SG-Intrusion anytime or gets a "free" SG-Intrusion, when a botch occurs. A player can avoid the botch effects by paying 1 CP, but the task is always a failure.
SG Intrusion (anytime)
First SG announces that there is a possible intrusion, but tells not what it might be.
If the player accepts the intrusion, he earns 1 CP immediately, before intrusion effects take place.
If the player wants to avoid the intrusion/botch effects, he has to pay 1 CP.
About 1 Intrusion/hour of gameplay.
SG-Group-Intrusion (anytime)
If more than one player is affected by the SG-Intrusion, then itâs called an SG-Group-Intrusion. Every affected character would receive 1 CP for accepting the intrusion. Otherwise every affected player would have to pay 1 CP to avoid the SG-Group-Intrusion. Itâs not possible to only partly pay the CP cost.
Examples for Intrusions/Botches
Out of Combat SG-Intrusion (or when Botch occurs)
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Automatic success: When a player performs a task, he would automatically succeed, the SG can use an intrusion to make the PC roll for that task against a certain difficulty level.
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Setback: Personal item damaged, stolen, lost.
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External factors change: rain, snow, fog, hail, avalanche, rockslide, flooding
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NPC changes to a âsurprise-foeâ or surprising new NPC-motive.
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Bad Luck: floorboard breaks, gust of wind, malfunction, NPC is not here (at home sick), backpack rips
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Unknown complication: an easy task gets more complicated, while lock picking detects a poison needle trap, NPC doesnât speak the same language, NPC is friend of former foe.
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Upcoming complication/obstacle/scene: to trigger it, when itâs most interesting: unstable ceiling collapses, burning rope rips, city guards arrive, somebody witnesses the scene and runs away
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Opponent Luck or Skill: foe escapes - no chase successful, NPC dodges all attacks surprisingly, PC makes extra attack
Combat SG-Intrusion (âfreeâ SG-Intrusion after Botch)
In combat any botch follows the rules above, but when a botch on a defense-total occurs, the character always has a Defense-total of 0+Def+3/CP (instead of RAW plain 0) and the SG gets a âfreeâ SG-Intrusion. The PC can pay 1 CP to avoid the intrusion/botch effects.
Examples:
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Foe: less hurt, gets stronger, gets free attack, gets advantage, reinforcements arrive
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Ally: panics, decides to flee, surrenders, turns against PCs (steals or betrays, lies, misguide)
Spell casting âfreeâ SG-Intrusion (after Botch)
By spending 1 CP you can avoid only the SG-Intrusion/Botch effects, but not the warping points, or check for twilight (>2 â1â)