How about at Dawn all spirits roll twice and take the lowest result in psychic combat?
There could be a new character "The Gunslinger" and he rolls twice and takes the higher result during the round of "High Noon". Maybe a Grit ability where he can spend a fate to auto 6 the roll in battle.
A spell called Sacred/Dark Ritual that has different effects based on "the time of day".
Place cards that only activate at specific times. (cult gathering at midnight)
I'm just throwing stuff out there but I do like the idea of a time passing mechanic. Perhaps even include an event that lasts "one whole day" or even something that must be accomplished within a certain number of days (rounds).
yes, that is a cool idea. I only played a little D/D, way back but that was one of the things I liked, the time passage between days and nights. Talisman, in a way, draws its strongest similarities as a variation, kinda sorta like D/D in outward themes, characteristics and merit-driven advancement and development.
It will be important to find balance with these elements, you don't want all the cards to advantage day or night at the disadvantage of the other.
Although I can't quite articulate it, I see an opening for how one might use dark or bright 'fate' tokens.