1. Players (those NOT in the conflict) are encouraged to give advantages to the opposition. This is the way payers earn style points. This basically makes all conflicts be opposed. 2. Wagers. Not quite sure WHAT you wager for, but the acting player(s) get to wager up front. Some bonus for voluntarily having fewer dice. 3. Skill/attribute/equipment is bought on a 'build it' system, like nobillis. 1 point base. +1 point for being widely applicable. +1 point for being usable to help others. +1 point for being general. +1 point for being 'useful' (campaign specific) +1 point for being 'unusual' +1 point for being 'inhuman' (so +2) +1 point in addition to that (so +3) for being 'impossible'. (I think it might be campaign specific, but sensible, to have these also apply to buying realllly high levels of skills/attributes) The advantage of skills/attributes is that you can have multiple levels of them. The advantage of EQUIPMENT is that it's very easy to stack it with other bonuses. Spend style point to avoid dying. Some system of 'all in' bidding - put it all on the line, when you can't match their wager. Spend (some of) your accumulated advantages to win a sub-goal. (eg. "Get those kids out of the fight / capture the kids" cosing 2 advantages - instead of naming another advantage (leaves you at a disadvantage) Ok - D6 dicepool system. Normal difficulty is 4+ If they activate a passion (noble/fear/rage) they can make it one easier per passion. Spend style to: a) Reduce damage to nil. b) Frame the next scene. and.. what? I could just say c) A die of your own. But that just leads to infinite gain. (I spend the die I got from screwing you, now you can screw me twice etc.) Perhaps if I only let them be spent on the wagers (secondary goals) - that way they work ALMOST as good as dice, but not quite. GM can spend his situation dice as dice, or to bump up difficulty. They refresh each scene, and get an additional one (so it ramps up) Ditch the 'gm dice' into an optional section. Things will just work with normal GM powers.