I have had a new thought for Trihorn, since I'm trying to simplify my system ideas.
Instead of multiple interlocking systems, I'm wondering if I can steal a bit from Edge of the Empire / Genesys instead of my preferred systems.
So put the answer on the dice. Have Step Down, Step Up, Yes, No, And, But. Have Yes & No cancel. Have And & But cancel. (much easier with electronic dice than real dice).
No dice (4 XP to step up to the d4)
d4 = Step Down & No, No, But, And (2 XP to step up)
d6 = Step Down & No, No, But, But, And, Yes & Step up (can also spend 2 XP to step either direction)
d8 = Step Down & No, No, But, But, And, Yes, Yes, Yes x2 & Step up (can also spend 2 XP to step either direction)
d10 = Step Down & No, No, But, But, And, Yes, Yes, Yes x2, Yes x2, Yes x3 & Step up (can also spend 2 XP to step either direction)
d12 = Step Down & No, No, But, But, And, Yes, Yes, Yes x2, Yes x2, Yes x3, Yes x3, Yes x4 & Step up (can also spend 2 XP to step either direction)
d20 (Devil Dice) = No & No, No, But, But, And, And, Yes, Yes, Yes, Yes x2, Yes x2, Yes x2, Yes x3, Yes x3, Yes x3, Yes x4, Yes x4, Yes x4, Yes x5, Yes x5 (can spend 2xp to decrease)
Dice automatically step down to default rating after the situation ends but you have to spend XP to step up. You have to step down a die if you lose a conflict unless you're willing to lock into a Devil Die.
If you roll a total of more than 5 Yesses than you need to win and at least 1 of those was rolled on a Devil Die, you get a Catastrophic Yes.
So we can try say a character with physical rated at 3d8, a Talent for Coordination at 1d8, a Background of Gunslinger rated at 2d8, and a Devil of Killer rated 2. We'll call her Alyssa.
Alyssa gets into a gunfight and rolls 6d8, against some mook who only requires 1 Yes to beat. And because he's a mook we'll just rate him a total of 6d8.
She gets: 1, B, 1, -1, B, 1 (I love excel), which is 2x Yes But. So she hits her mark but reveals her position and where his is weak, so we'll say that she now requires either a Yes And or more than 2+ Yesses to hit the mook again. The mook steps down 2 dice, making him 4d8+2d6.
2nd round she gets: 2&U, -1&D, 1, 1, 2&U, 2&U. So she gets 7 yes and the mook is probably not looking so good but her adrenaline is flowing and Alyssa's Killer Instinct is rising, making her a little unstable. Next turn she'll be rolling 3d10, 2d8, & 1d6. The mook steps down 6 (because Alyssa needed 2 to hit), so he's now 4d6+2d4.
3rd round: B, 1, 1, -1&D, 1, 1&U. We can just swap the d8 down and the d6 up and keep the same rolls for the next turn. She gets 3 Yesses But. We'll say that the But is the Mook hunkering down so And won't count anymore, she has to get 2 Yesses to hit him. We'll say the Mook is down to 4d6, he knows he is in trouble.
4th round: 1, 3&U, B, -1&D, 2&U, B. So Next round, Alyssa is rolling 1d12, 2d10, 1d8, and 2d6. She rolled 5 Yes But, Alyssa's player volunteers that she's looking pretty unstable and will take the But to mean she goes to a Devil Dice instead of a d12, Alyssa's blood is up and she can feel the thrill of the kill coming on. The mook drops to 2d6.
5th round: B, B, 3&U, 1, A, B. And & But cancel. Leaving a single But. And 4 succeseses. Which drops the mook to 1d4. We'll say for the But that the shootout has drawn a crowd, people hiding but watching. Because Alyssa didn't roll any Yesses on the Devil Dice she doesn't HAVE to go overboard, it's up to her player what she wants to do.
6th round: A, A, B, 1, -1&D, B. This is Alyssa not being able to hit a guy who can't even fire back because you can't get a yes on 1d4. So her player decides to have Alyssa surrender to her Devil and roll her rating (2) more Devil Dice: 2, 5. That's not just enough to kill the Mook but enough to force Alyssa's hand, her Devil comes out for all the onlookers to see that at heart, she is a Killer. She walks over to where he is laid out, reloading as she walks, and unloads 12 shots with a big smile and then shout if anyone else wants some.
And looking at that... I wonder if that doesn't just bake the adrenaline in without using the Lacuna Heart rate idea. The dice kind of suggest more aggression without a scale. It also means no one has to consult a target number chart to determine the answer. The downside is slightly more math but excel or some other way of rolling custom dice can do it. So... this seems better on the whole to me.
The downside is that it very decidedly favors yes. While I tend to find yes more interesting than no, this may be a little too much. Maybe more Nos and a clock? But then I'm getting more complicated again and I want LESS complicated, this is already a bit more than I like.
Ah, well, more thoughts to have.