This is a simple idea but it struck my fancy, this may have been done before. I was thinking of a game mechanic that used 'Story' (or maybe a different name, I just went with something simple) an attribute. Story is a measure of how important the character is to the game narrative.
On the one hand Story is a damage mechanic. It doesn't mean that the character is being injured, but the character's death is expected more and more in the story as people try and harm him (or her).
So not terribly interesting yet so let's move on. The player also uses Story as an attribute and a spendable resource. When something happens to the character in game either good or bad, the player can roll against Story. If they pass, the event becomes a pivotal event in the story. Something like "Because you passed your charm test, not only does the king like you, the king's daughter has a crush on you." or "Because you failed your pick lock skill roll the homeowner saw that the door was forced and called the police before entering. Now there are five squad cars outside."
If you use Story for a failure you get to restore points to Story. If you use it for success you have to spend Story Points.
If the character is running low on Story and the character is taking damage, some (maybe half?) of the damage can be shunted to other attributes to simulate wounding.
I'm also wondering about the option of GMless gaming using Story as a story arbiter.
I know there are similar ideas using elements of this, but I haven't seen them put together in something like this. Maybe it's already been done. If you know, let me know.