Ongoing Effects
Stupid games winning stupid prizes. Karma. The golden rule. Whatever you want to call it, whatever the reason was, players can suffer long term consequences to their decisions (and bad luck).
Players should have a section that looks like this after their equipment:
[b][u]Ongoing Effects[/u][/b] [b]Deity:[/b] [b]GM:[/b] [b]GM:[/b]
This describes things the player has to deal with during their sessions.
Gaining Effects
Ongoing Effects should be negative, or mostly negative in nature. They are intended to be consequences for severe failures or misdeeds. Curses from the heavens or unholy beasts. Bad stuff.
Ongoing Effects can be determined by a GM during play or end of session and applied at will, but there are limits.
- A GM can only add an effect to the GM slots.
- A Deity can only add an effect to the Deity slot.
- New effects will replace the oldest.
The severity and harshness should be reasonably proportionate to the level of error by the player, and should be something that both the player and GM agree as being fair.
Erasing Effects
Ongoing effects cannot be erased by skills or moves, but can still be removed a number of ways:
- By being overwritten by another effect.
- Upon player death.
- Upon gaining 3 LP.
- By meeting some other requirement specified by the effect.
Effects may be retained if either specified (and agreed to) by the Deity, or the player chooses to keep the effect.