Story Points
Story Points are a shared narrative resource that flows between the players and the GM, representing shifting momentum, fortune, and dramatic pressure.
The Pool
At the start of each session, the group generates a pool of Story Points.
The default pool is:
- Fortune Points: 1 per player
- Peril Points: 1 for the GM
Universes may change the size of the pool, how points are assigned, or how the pool refreshes.
Spending Fortune Points
A player may spend a Fortune Point to:
- Upgrade one Ability Die in their pool to a Mastery Die before rolling
- Activate a Breakthrough effect after rolling, in addition to any rolled
- Introduce a minor narrative detail favorable to the players (subject to GM approval)
By default, a player may spend a Fortune Point on their own check or on another player character's check if the table agrees the spend supports the scene. The one Story Point per check limit still applies.
When a Fortune Point is spent, it becomes a Peril Point, it flips to the GM's side.
Spending Peril Points
The GM may spend a Peril Point to:
- Upgrade one Trial Die in the difficulty pool to a Crisis Die
- Activate a Calamity effect after a player rolls, in addition to any rolled
- Introduce a complication into the scene
When a Peril Point is spent, it becomes a Fortune Point, it flips to the players' side.
Nemeses spend from the GM's shared Peril Pool unless a Universe or encounter grants a private Nemesis pool. If a Nemesis uses the shared pool, the GM is choosing between that Nemesis's immediate pressure and other scene-level complications.
The Economy of Pressure
Story Points create a rhythm of escalation and relief. When the GM spends Peril to make a scene harder, that pressure becomes a Fortune Point the players can spend back. The pool rarely sits still.
When to Spend Story Points
Story Points may be spent before or after a roll, depending on their use. Upgrades to the dice pool must be declared before rolling. Narrative effects, triggered abilities, and Breakthrough or Calamity activations may occur after results are known. A character may spend only one Story Point per check unless the GM explicitly allows otherwise.
The per-check limit applies to proactive Story Point spends — upgrading dice in the pool before the roll, activating a Breakthrough or Calamity effect after the roll, or introducing a narrative detail. It does not count reactive talent triggers fired in direct response to a GM Peril Point spend (for example, the Peril Turner talent). A reactive trigger is the player's answer to a specific GM action, not an independent spend on the check, and may be used alongside one proactive Story Point spend on the same check.
Earning Story Points
Universes may define additional ways Story Points are earned during play, heroic acts, dramatic failures, or significant story moments. These always specify which side of the pool receives the point.