Requirements: 2 people, several quarters and a six-sided die (D6).
One player is a Symb, a virtually presenced advice giver. The Symb shares their host's senses, but is strictly a passenger. The other is the Game Master (GM) who describes the situation, plays the client and referees the resolution.
Symb Creation
Mark 1 skill as Great, 2 as Good and 1 as Terrible.
Empathy
Tactics
Logistics
Knowledge
Arts
Handiness
Play
Players both ante $0.50.
The GM rolls for and describes the engagement. The Symb describes how they help, identifies a relevant skill and rolls a D6. The roll is modified by +3 for Great, +2 for Good and -1 for Terrible.
The GM narrates results:
1-4: Failure. Gain $0.50.
5-6: Success. Gain $0.75.
7-8: Exceptional. Gain $1.00.
9+: Extraordinary. Win the Jackpot!
Players swap roles after each engagement. Unearned bounties accumulate as the Jackpot. Engagements should be quick and memorable!
Engagements
Roll 1d6 on each table below:
Client
1...Paranoid
2...Earnest
3...Hapless
4...Criminal
5...Condescending
6...Friendly
Problem
1...Relationship
2...Examination
3...Supernatural
4...Enemy
5...Personal
6...Obstacle
Location
1...School
2...Business
3...Battlefield
4...Home
5...Wilderness
6...Weird
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