| Improvise | | Recharge: 0 | | Cost varies; may be None | | Difficulties vary; may be None | | Basic | | Prereq: GM's discretion | | Skill check varies based upon action attempted. | | Note that though the Improvisation skill benefits a character attempting this action, it is not a requirement. | | To attempt to do something out of the ordinary, such as using a skill in a non-standard way, inject a story element, attempt a narrative or dramatic feat not easily modeled with existing rules, or generally "push the envelope" beyond the normal boundaries of the game, you may play this card and negotiate the outcome with the GM. | | The GM has final say on whether what you want to do is possible, what kind of check or resolution is appropriate, and how to interpret the outcome of your action. Even if what you want to attempt is not possible, the GM should work with you to find a workable compromise and at least let you try to do something even if it seems doomed to failure. If no compromise is forthcoming in a timely fashion the GM can veto this action and allow you to take another to keep the game moving. |
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