Narrative Points

Narrative points is the collective name for points gained both by the party and the Keeper, usually for different reasons, that can be used to influence the narrative in one way or another. The two kinds are called Hero Points and Villain Points for the party and Keeper respectively.

Hero points

Hero Points are held in a communal pool by the party. It is used in conflicts to alter the events and circumstances of the conflict, purchasing more dice for tests and other things.

The hero point pool begins at 0 for any party when a campaign starts, while the Keeper starts each session with 2 villain points per player. We'll go through the details of villain points in a later section. The party gain hero points whenever a hero character (including hero NPCs aligned with them) gets excess successes in tests. Each success above the required to beat the DC gives 1 point to the party pool, up to a maximum of 10. The pool can never go above 10 and any excess points are lost. If you have bought extra dice with hero points, that roll cannot generate any additional hero points, regardless of successess.

Losing hero points

The pool of hero points is not permanent. It reduces by 1 point for each time period. What time period is used is largely based on the table's preferences. It can be once per in-game day, once per session or once per scene/encounter. The idea is to make players have to fight a bit to get a decent pool of points, but not make it so hard that they have to struggle to even keep a few points. Find a happy medium for your group. Our recommendation is to have it reduce each scene, as this tends to be somewhat similar between tables, even if you run extremely long sessions in both in-game time and real life time.

Villain points

Villain points are the Keeper's equivalent of hero points. The difference is that the Keeper's points are generally gained as a result of the party's actions. While she begins with 2 points per player, she can gain points as players move through the world. She can use them in exactly the same way that players can, using the same table as the players.

The difference is that the Keeper's pool is 20 points large, but is reset to its minimum at the beginning of each session, barring something fantastical happening.

Dire situation

One way for the Keeper to gain points is if the party enters particularly dire situations and are in a particularly threatening situation or environment. These things may warrant an extra boost of villain points, in which case she can add a couple of points to her pool based on that. She must divulge when she does this and explain why to the party. They have no real say in the matter, but they must be aware that the situation is dire enough that additional points have been added.

Events inside Conflicts can also contribute to the villain pool in this manner, through Dire Circumstances. An example could be an escalation of the conflict. Our previously mentioned Cyberrunner is discovered, alarms are raised and the protection algorithms kick in. This is a perfect example of Dire Circumstances.

NPC Successess

Non-player characters have no pool and cannot save points like the party can. Instead, every time they would've gained a point, they instead put a point into the Keeper's villain point pool, if the NPC is opposed to the party. Neutral NPCs do not contribute to the either point pool.

Uses for hero and villain points

Cost Effect
1 Perform an information-gathering task to perhaps provide a bonus. Requires a relevant skill check.
1 Re-roll a die (not crisis dice). Cost per die.
1 Add a D10 to your pool for a test or contest. Cost increases by +1 for each additional die.
2 (After successful test) Add a success in a Conflict. Cost doubles for each additional success.
2 Change (±1) a Circumstance in the current conflict.
4 Create a Circumstance for use in the conflict. Circumstances start at ±1 DC.
4 (After successful test) Hand over initiative to someone of choice, or get another action.
4 Create a temporary asset for use in the conflict.

Villain point gains

Gains Condition
2 x number of players Starting value for a session.
1 Every excess success an NPC (opposed to the party) makes in a test or contest.
2 For every setback ignored by the party.
5 For every complication ignored by the party.
1-2 Dire situations.
1 For every point of wasted hero points (points gained by the party that aren't able to be stored).

Cover image: Rules Cover by Tobias Linder


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