Player Guidance A player can spend bonus characterpoints to specify the game-world effects of a recent success. Whenever he rolls a success (or in a situation that didn’t call for a roll), he may spend 2 points and add a plausible element to the world or scene. A player who rolls a critical success may spend 1 point forthe same effect. This replaces any other beneficial effects of the critical success. Example: Dr. Smith is working at the Federal Laboratory for Advanced Weapons when a giant robot bursts through the frontdoors, four stories below. Smith makes his Sense roll and notices the attack. Smith’s player suggests, “I was walking past the security station and spotted the robot on a monitor. I go over to the console and train the sensors on the robot.” The GM hadn’t previously mentioned a security station or sensors, but since that fits his view of the FLAW, he agrees. Smith’s player pays 2 points and the GM fits the scene in. In addition to being plausible, a suggestionmust be acceptable to the GM and the other players. In general, the GM should go along with suggestions that are imaginative, that move theplot forward, or that save a PC’s life. The GM should not approve a suggestion that would short-circuit the plot, contradict a previously established fact, or harm or steal the scene from another PC. In borderline cases, the player and GM can negotiate.The GM should make a note of any element added using this rule, asit becomes a permanent part of the game world!