An important aspect of any unit that works together is trust. The members have to trust each other to succeed and in this trust find strength. However if they do not trust each other their attempt at meeting a common goal is hampered. This mechanic is designed to give this very really relationship mechanical meaning in the game.
As a group, the team begins with a Trust Pool. This is a number of dice equal to the number of members within the team. At any time during play, any Player can draw from this pool to gain a free bonus die for any of their rolls, just like a Hero Point.
While the pool never refreshes, it does expand and contract based upon the actions of the characters as well as the time they have spent working together. At the start of each new session, the pool increases by one new die. It also increases by one die any time one of the characters sacrifices himself in some manner for the other members of the group. This can be a physical sacrifice, such as taking a blow meant for another, or something less concrete, like sacrificing a character’s career. The sacrifice must represent real danger to the character - there's nothing to be gained if an attack won't hurt the character in question. There must always be an element of risk involved.
The pool contracts when the exact opposite happens. If a character at any time chooses to not sacrifice himself when the opportunity arrives or puts his personal goals before that of the group, the pool decreases by one die. Also, if one member should fall in some manner, such as dying or betraying the group, the entire Trust Pool is cut in half.
As a group, the team begins with a Trust Pool. This is a number of dice equal to the number of members within the team. At any time during play, any Player can draw from this pool to gain a free bonus die for any of their rolls, just like a Hero Point.
While the pool never refreshes, it does expand and contract based upon the actions of the characters as well as the time they have spent working together. At the start of each new session, the pool increases by one new die. It also increases by one die any time one of the characters sacrifices himself in some manner for the other members of the group. This can be a physical sacrifice, such as taking a blow meant for another, or something less concrete, like sacrificing a character’s career. The sacrifice must represent real danger to the character - there's nothing to be gained if an attack won't hurt the character in question. There must always be an element of risk involved.
The pool contracts when the exact opposite happens. If a character at any time chooses to not sacrifice himself when the opportunity arrives or puts his personal goals before that of the group, the pool decreases by one die. Also, if one member should fall in some manner, such as dying or betraying the group, the entire Trust Pool is cut in half.