This is a draft cheat sheet. It is a work in progress and is not finished yet.
Hero Points: Earn
Either he or the GM activates his Hero’s Hubris. |
He chooses to say, “My Hero fails.” The player does not roll dice and cannot spend Raises to overcome Consequences and produce other effects. |
His Hero acts in a way as described by his Quirks. A player can earn only 1 Hero Point per session per Quirk. |
The GM buys any unused dice that aren’t part of a Raise. For each die the GM chooses to buy in this fashion, you gain 1 Hero Point...and he gains 1 Danger Point. |
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Hero Points: Use
Add one bonus d10 to his roll before a Risk. A player may spend multiple Hero Points in this fashion on a single Risk. |
Add three bonus d10s to another Hero’s roll before a Risk. This represents the first Hero helping the second in some way, even if it is only moral support; a Hero can only accept help from one other Hero at a time. |
Activate a special ability on his Hero Sheet. A player may spend multiple Hero Points on different special abilities on a single Risk. |
Take an Action while Helpless. A player may spend multiple Raises on this Action, just as if they were not Helpless. See page 181 for more on becoming Helpless. |
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Danger Points: Using
Increase the total needed for a Raise by 5 for a Risk or Round. This affects all Heroes in the Scene. |
Add two dice to any Villain’s die pool. |
Activate a Brute Squad’s special ability. |
Activate a Villain’s special ability. |
Murder. If a Hero becomes helpless, a Villain can spend a Danger Point to murder that character. See Helpless (see page 181). |
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