Feruchemy: Creating a balanced give/take system which still fits the flow of the narrative dice system.
Feruchemy works by making oneself physically lesser (weaker/slower/poorer vision/etc.) and putting that attribute into a metalmind, to be drawn out later.
Idea 1 (Vetoed):
You could track rounds of weakness, and allow an equal number of rounds of strength (or proportionally greater strength, but over a proportionally smaller time period). This is too much bookkeeping, and really slows down the narrative dice system.
Idea 2 (Current Idea):
Spend a Story Point
Example for Pewter:
Once per session, may spend a Story Point to increase Brawn by either
2 for 1 check;
increase by 1 for a round;
or by two boosts for the entire encounter.
Idea 3 (Unlikely for reasons listed):
Base the power of the Feruchemical Ability based on the Player/GM ratio of Story Point pool (see the Juyo Star Wars FFG spec).

This is under consideration, but likely won't be implemented because is encourages players to hoard Story Points.
Feruchemy: Creating a balanced give/take system which still fits the flow of the narrative dice system.
Feruchemy works by making oneself physically lesser (weaker/slower/poorer vision/etc.) and putting that attribute into a metalmind, to be drawn out later.
Idea 1 (Vetoed):
You could track rounds of weakness, and allow an equal number of rounds of strength (or proportionally greater strength, but over a proportionally smaller time period). This is too much bookkeeping, and really slows down the narrative dice system.
Idea 2 (Current Idea):
Spend a Story Point
Example for Pewter:
Idea 3 (Unlikely for reasons listed):

Base the power of the Feruchemical Ability based on the Player/GM ratio of Story Point pool (see the Juyo Star Wars FFG spec).
This is under consideration, but likely won't be implemented because is encourages players to hoard Story Points.