Alternative Rules

From RPGS surrounding the Labcats

We probably don't want to start out pulling in rules variants, but here's a spot for them if we need them.

Making d4s more interesting

Some people on the forum are having problems with d4 Traits. Nobody wants to roll them, because, meh. They don't help out your result much, they have a 25% chance of turning up 1, and even if they do turn up 1, the Watchtower doesn't want to hand over a Plot Point for a lousy d4.

So someone suggested porting over a rule from the Leverage RPG: Every 1 rolled by a Lead can be bought by the Watchtower, either to add it to Trouble or to step up a die already in Trouble.

Or maybe this is should be just a special rule for d4s. Every other Complication die goes into Trouble as usual, but d4s Increase the Trouble pool (step up the smallest Trouble die, unless the pool is all d12s, in which case add the d4). Simple, makes d4s more attractive, and doesn't bog down the Watchtower with tactical decision-making.

Starting with Multiple Special Effects

From the Cortex forum:

Usually you start play with one Special Effect and use the challenge mechanic (I think the mean the Growth Pool — AJG) to add more. If that doesn't work for you, you can implement this variant rule. Whenever the Pathways chart directs you to step up an Ability, you may instead add two Special Effects to any of the Abilities you already have on your sheet.

If everyone at the table wants in on the pile of Special Effects, you can implement a variation where Abilities pick up a new Special Effect at d4, d8, and at d12, similar to the triggers for Distinctions. In Pathways, whenever a player buys a new Ability or steps up an Ability to d8 or d12, they add a new Special Effect. Once play begins, the same applies to tag scenes.