Looking at Strange Coin (which I don't have), would my ability allow me to guarentee that the next card I draw will be a good cards (since I can look at a card before I draw it), or would you make the card a chance of being good or bad within itself to keep it balanced?
Strange Coin is an override, so your ability wouldn't really apply. So, the latter.
Though I might still use the original card as inspiration, which might allow you to choose what flavor of awful/amazing you wanted to indulge in. Maybe.
EzraInteraction Card:
Charity CompetitionType: Event/Dud
Extra: Pay Spare Change or ignore this card.
Challenge: Critical Knowledge
-Pass: Gain 2 Knowledge, gain a little money.
-Fail: Gain 2 Knowledge
-Crit-Fail: Lose 1 savvy
To kick the semester off, the campus library is hosting a research competition. Basically, each student picks one of the available fields (History, Medicine, Physics, etc) and gets an obscure topic related to that field. From there you have 6 hours to put together an annotated research portfolio covering everything there is to know about said obscure thing, but the catch is you can only use resources available in hardcopy at the library.
It's a charity competition, so it costs ten bucks to get in, but the person with the best portfolio in each division gets a nice little kickback. Nothing like a bit of monetary incentive to make people push their limits.
Does you pay the fee to compete?
Mawe Interaction Card:
A Boring DayType: Dud
Effect: None
One can only hope the campus improv comedy group will improve over time. Really, really hope. Honestly, it's kind of painful how they can manage to mix incompetence and cringe worthy humor into something that isn't even amusing as a trainwreck.
Andrew Interaction Card:
ButterfliesType: Lead
Extra: Gain 1 Tech. If you want to pursue this lead, make a straightforward might challenge or lose 1hp and 2 stress.
Part 1: Take the butterfly back to your dorm for a closer look. (Knowledge challenge)
Part 2: [Unknown, complete part 1]
Part 3: [Unknown, complete part 2]
Part 4: [Unknown, complete part 3]
End Reward:
Memorial park is a rather pleasant part of the campus, set aside at the end of World War II to honor the men and woman of the school who'd volunteered for service as both members of the military and civilian scientists. Spring has brought forth sprays of flowers, and the artistic placement of trees and low walls make your walk feel both soothing and secluded. The butterflies are out in force, flitting from flower to flower in quick flurries of brilliant color.
Past a blind turn, resting on a memorial pillar covered in morning glory vines, is a rather striking butterfly. It's wings are more than just vibrant, they're glittering and metallic. You lean closer, inspecting the creature. Every part of its body is not just metallic, but actually metal. It's eyes seem to be chunks of colored glass, its legs hinged wires, and its body is a set of intricately connected metal plates. Within its abdomen you can see a system of intricately connected clockwork gears, spinning rapidly and emitting a faint ticking sound.
The metal butterfly flutters its wings experimentally, seemingly preparing to take flight, which forces you into a decision. Do you let it fly on its way, or do you try and catch it? Careful, those metal wings look dangerously sharp...
StanInteraction Card:
A Strong Drink --->
Pickpocket due to rough neighborhood
Type: Challenge/Dud
Effect: Lose A Little Money
Challenge: If your Choose to fight, enemy has 4 hp and 2 might. Non-serious fight. Enemy will surrender at 1 hp.
-Victory: Gain 1 might, 1 savvy, regain lost money.
You decide to start this semester off right, specifically, you decide to start this semester off in bar. The Dog is a fairly typical college down bar, poorly lit, intentionally a little on the dingy side, populated by fake IDs, and with a live band that sounded a helluva a lot better when you were drunk.
You'd just wanted to have a drink, maybe pick up a chick, but that apparently wasn't in the cards. A slight tug at your pocket is all the warning you get before you wallet is efficiently liberated from your pants. You spin in the barstool, catching a glimpse of a man in a hoody dashing for the door.
Huh. Okay, you can either pursue and try to catch up with him, or you can finish your drink and complain about how horrible this semester is to the nearest sympathetic looking girl.
RylieInteraction Card:
The Old Man Type: Challenge
Extra: None
Challenge: Advanced Knowledge OR Standard Savvy
-Pass: Gain 1 Savvy and 1 Knowledge. IF you made a knowledge check, draw an action card.
-Fail: None
-Crit-Fail: Your speed is reduced by 2 next round.
The problem with old, mostly defunct, newspapers, is that they are principally populated by old, mostly defunct, men. Men with far more stories than good sense about when a conversation should logically end. Somewhere in the middle of poking through the old Newspaper, you get cornered by one such old man who takes your interest in the building to mean you want to hear every single day of its history since he started work there in the 40s.
There is a kernel of something interesting in his ramblings, but you have to work so very hard not to fall asleep...
Main Campus
Buildings,
--> Central Library ---> Ezra //Special Action, Cram: You can trade 2 of any resource card you have for 1 of any other. This can only be done twice per turn.
--> The Class Commons
--> Dorms
Connects to: Lower Campus, Downtown
Lower Campus
Buildings,
--> Administration
--> Campus Theatre and Arts Center --->Mawe //Special Action, Relax: You can spend a turn here. There's a 30% chance to do nothing, a 60% chance to reduce stress by 1, and a 10% chance to reduce stress by 3.
--> Monument Park ---> Andrew
Connects to: Main Campus, The Old Quarter
Downtown
Buildings,
--> The Bus Station //Special action, Ticket to Ride: Pay Spare Change in order to instantly move to any other building.
--> The Dusty Yellow Dog Bar and Grill ---> Stan
--> Hospital //Special Action, Treatment: You can restore 5 HP at the hospital for A little Money.
Connects to: High Hill, Main Campus, City Outskirts
The Old Quarter
Buildings,
--> The Warrens
--> City Newspaper ---> Rylie
--> Silverwater's Books //Shop: You may purchase objects here.
Connects toLower Campus, High Hill
City Outskirts
Buildings,
--> Scrapyard
--> Rhigg's Pawn Shop //Shop: You may purchase objects here. Special Action, Pawn: You may sell items here.
--> The Old Church
Connects to: Downtown, Campus Satellite Properties
High Hill
--> Police Station //Special Action, Bribe: You can pay Comfortable funds to immediately get a lead if you have no police heat, or reduce your police heat if you have any.
--> The Estates
--> Samus' Exotics Emporium //Shop: You may purchase objects here
Connects to: The Old Quarter, Downtown
Campus Satellite Properties
--> FabLabs
--> The Special Subjects Library
--> The Farms //Special Action, Make Work: You can always work here for a turn to earn spare change.
Connects to: City Outskirts
----Hero----
Name: Ezra Amos
HP: 8/8
Speed: 5/4
Knowledge: 4/4
Tech: 2/2
Savvy: 1/1
Might: 1/1
Diligent Studier (Perk): Ezra automatically gets one success on challenges involving studying.
Obsessive (Flaw): If Ezra fails a challenge involving studying, he must make an attempt to study his next turn too if it is at all possible. This doesn't apply for more than one turn in a row.
----Allies----
----Active Assets----
Running Shoes, Attached to Ezra
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Rylie Maximilian Emha
HP: 8/8
Speed: 2/2
Knowledge: 2/2
Tech: 1/1
Savvy: 1/1
Might: 4/4
Peace of Mind: All stat (Knowledge, Tech, Savvy, and Might) results yield better outcomes depending on the degree of the situation.
Occult Hater: For any die roll involving any action with occult situations, the first die is treated as having -1
----Allies----
----Active Assets----
Adorable Kitten
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Stan Jao
HP: 8/8
Speed: 3/3
Knowledge: 1/1
Tech: 1/1
Savvy: 4/4
Might: 2/2
Connections: Stan didn’t get into college thanks to his academic capabilities. Starts with asset 'Friends in High Places (Academic)' card.
Dunce: On knowledge checks, Stan must re-roll his first success.
----Allies----
----Active Assets----
Friends in High Places (Academic)
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Andrew Bertrand
HP: 10/10
Speed: 3/3
Knowledge: 2/2
Tech: 2/2
Savvy: 2/2
Might: 2/2
Perfectly Average: Every time Andrew rolls a 1, he gets to roll an extra die on that check. (1's explode)
Winging it: When spending resources to better challenge rolls, he spends at a ratio of 1:1 +1. So to get one extra die, he spends 2 resources. To get 2, he spends 3, etc.
----Allies----
----Active Assets----
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money
----Hero----
Name: Mawe S. Tikkson
HP: 10/10
Speed: 3/3
Knowledge: 2/2
Tech: 1/1
Savvy: 3/3
Might: 2/2
Keen Perception(Perk): When doing a performing an action in a building, view the top card of the Interaction deck for that location. If investigating, reveal this card
after you draw your interaction card. At the end of the next turn, if that card has not been drawn, shuffle the deck. This perk cannot be used consecutively in the same general location(downtown, etc).
Hopeless Romantic(Flaw): 25% chance for movement on a turn to be reduced by 1, due to trying to flirt wth a girl.
----Allies----
----Active Assets----
----Resources----
Knowledge: 0
Tech: 0
Savvy: 0
Might: 0
Stress: 0
Money: A Little Money