Getting an Angle

This content is extracted from Pyramid issue 3/53 (March 2013). If you want more details you are encouraged to consult the original source.

Planning at the game table is the death of action. This mechanic provides a mechanism for getting the advantages of planning without the mind-numbing detail.

Planning Stage

For each four hours available to a PC before the caper, the PC can roll against one skill, modified by BAD. In the event of success, the resulting angle can be used during the caper, giving a one-time benefit to the same skill equal to the margin of victory.

During the Caper

  • A single angle may be used to remove penalties for the same roll as the angle was rolled against, up to the margin of victory. The angle may not increase the target number to more than the PC's unmodified skill level.
  • An angle may be spent for a re-roll, using the higher of the original roll or the re-roll. It must used for the same skill as the original angle.
  • An angle can be spent to narrate some prep that could have been done using that skill, pending approval of the GM. This is a full scene narration. If the scene is played through well, an additional point is added to the angle. If it goes poorly, a point is lost from the angle. A 1-2 point angle buys something minor (a set of skeleton keys, remembered to wire a bridge that would block pursuit), 3-4 point buys significant but believable, e.g. studying up on current affairs (sports) and notices the guard's write band), 5+ points buys something major and not entirely believable to an outsider.