So I am so stoked for the RPG and I am eagerly awaiting its release. Here's the thing Major and Minor twists seem to require a lot of creativity. So as a resource, I thought we could list all the major/minor twists Christopher has used in the lifestream. That way we can get an idea for what the general power level is. I'm just re-listening to the first session, so if people want to jump in with ones from the other sessions, that's fine.
Major:
Take away a major resource from the player for the session (Dynamo-on his first roll, has a major twist and ends up loosing use of his recon bots for the remainder of the session.)
A power source of a player starts making (unreasonable) demands of the player. (Starblight-His sword starts demanding he attack the dragon that is immune to damage.) He also (somewhat) looses use of his left hand as his sword won't 'sheathe itself,' so there's that too.
You (Or someone else) takes dmage equal to the highest die on the roll (Stella Nova hits Starblight for 10 when dispeling her accidental shield)
Summon some minions (Chris mentions that he would have done this if Dynamo had rolled a major plot twist when taking out his sigil.)
Minor:
Succeed, but add an additional overcome action that needs to happen. (Stella Nova-Accidentally does too good a job cutting a rune off from its power source, and cuts it off from the PCs.)
Damage equal to min die on the check (can't remember where that one happens.)
Damage or in some way hinder or annoy an ally (Stella Nova rips into Dynamo's mind and pains him, but doesn't cause damage. Possibly removed memories from him?)