House Rules
Plot Points & Token System Explained:
This system combines several mechanics to reward players for participation and good gameplay while providing them with opportunities to influence the story and overcome challenges.
Plot Points & Tokens
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One Plot Point at each level.
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One Reroll Token, when used turn it over, on a roll of a nat 1 it is reactivated. Note: Can’t be used for the same roll that activated it.
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One 20-Point Token at each even level for Skill Checks. You receive 20 points for skill checks plus any bonuses. Note: Not an auto success.
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One Critical Token every odd level. It functions as auto success and it Doubles your Max Damage. Note: Can be used for skill checks.
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At each level, there is a group pool containing 3 Plot Points and 1 Reroll Token.
Plot Points & Tokens Rules
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All Plot Points & Reroll Tokens must be used or forfeited between levels.
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The maximum number of Plot Points that can be held at once time is 6.
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Only one Plot Point can be used per encounter, per person.
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A Plot Point can be exchanged for a D6, which can be added to any roll. Note: Must have at least 1 Plot Point remaining in your possession.
How to Gain Additional Plot Points
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By liking a YouTube video of our campaign.
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By leaving a comment on a YouTube video of our campaign.
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Good role-playing. (Players can suggest others receive a Plot Point)
How to use Plot Points
Here is a list of examples of how players can use plot points to make small changes to the story and potentially help them succeed. Options are not limited to just the ones on the example list, imagination is encouraged.
Note: Gamemaster can refuse the use of your plot points if he feels it will damage the overall story.
Lucky Break: Spend a plot point to add a fortunate coincidence or stroke of luck that works in the player's favor, such as finding a key item they need right when they need it or stumbling upon a helpful clue. (Movie trope: Finding keys above the sun visor of a car.)
Flash of Insight: Use a plot point to have a sudden moment of brilliance or clarity, allowing the player to solve a complex puzzle, decipher a difficult code, or recall crucial information that aids their progress. (You guess the computer password name from looking at objects in the room, etc.)
Perfect Timing: Spend a plot point to create a moment of perfect timing, granting the player a bonus to their actions or allowing them to perform a critical action at just the right moment to achieve success. (NPC coughs hiding a noise you made, shift change giving you the opening you need, etc.)
Rewrite the Past: Use a plot point to retroactively alter a minor event or interaction in the past, granting the player an advantage in the present. (Like remembering to buy the rations you need for a voyage) Note: This is for simple changes only.
Lend a Helping Hand: Spend a plot point introducing an unexpected ally or helpful NPC who can aid the player in a specific situation. This ally might provide information, resources, or assistance in combat.
Just in Time: Rather than getting there next turn, too late to help your friend, or save the girl, etc, you arrive before the bad guys' action.
Narrow Escape: Use a plot point to create a cinematic moment where the player narrowly avoids a dangerous situation or inevitable failure. This could involve dodging a fatal blow, miraculously surviving a lethal fall, or narrowly avoiding a deadly trap, etc.
Eureka Moment: Spend a plot point to grant the character a sudden burst of insight or inspiration, revealing a previously unknown weakness or vulnerability of an enemy they are facing, giving them an advantage in combat or a way to overcome a challenge.
Serendipitous Distraction: Use a plot point to introduce a significant distraction in the environment that diverts the attention of enemies or NPCs, creating an opportunity for the player to perform a crucial action unnoticed or gain a tactical advantage. (Unrelated to you, a rival of your opponent’s group attacks, giving you a distraction)
Advantage: Using a plot point in this way gives you an advantage on rolls and a disadvantage to your opponents. You must come up with a narrative reason why you get this advantage. (Like “It's Over, Anakin, I Have the High Ground”)
Remember, plot points should be limited and balanced to ensure they enhance the gameplay experience without overwhelming the narrative or trivializing challenges.