Here are a couple of common "use cases" (situations) where the RPG or genre has a thing that I'd like to implement, but I'm not sure how to do so in HeroQuest 2. I don't need some incredibly complicated mechanical subsystem. Something along the level of complexity of "you have the flaw Y and you must test against that when Y happens to do Z"Use Case 1: Characters have a power, but the power is dangerous to use or of limited use. Example: In Chronicles of Darkness Werewolf the Forsaken RPG, staying in Garou form for too long causes Rage, which means your character can loose control and start killing everything around them in Berserk rage.Example: In World of Darkness Orpheus RPG, projecting yourself into the realm of the dead for too long is risky - at some point your physical body might die if you stay for too longExample: Andy McGee from Stephen King's Firestarter. He can control minds, but the more resistent the target is the more likely he'll damage himself. Use Case 2: Characters have a 'stat' that impacts their behavior / abilities based on their action. Example: Vampire the Masquerade's Humanity mechanic. Each time the Vampire does a thing more terrible than the last, he tests to see if his Humanity degrades further. The lower the Humanity, the harder it is to resist Frenzy, seem human, and interact with mortals.Example: Call of Cthulhu Sanity. As the character encounters mythos entities or uses spells, their Sanity degrades. Degraded sanity results in derangements. Example Unknown Armies madness meters, Delta Green sanity. As the character does or is exposed to terrible things, they develop derangements and are less able to deal effectively with horrible things.