Plot Points (What are they and how to use them)
What are plot points?
Plot points are used to change the outcome of situation. For example, hacking the security system will require the character to roll a 12. You only manage to roll a 11 and the task fails. Using a plot point you can decide to change the outcome to a success.
How do you use them?
There are two ways you can use them:
- Plot Points allow you to add an extra die to your action rolls. The more points spent, the higher the die type, allowing you a greater overall range of possible results. This doesn’t guarantee success, mind you, but the extra die gives you an edge that you wouldn’t have otherwise.
- You can also use Plot Points after the dice are thrown if the situation is truly desperate—such as when your ship would otherwise crash into a canyon wall. Spending Plot Points after the fact is more expensive, but it can keep the undertaker away. If you spend Plot Points after the die roll, each point adds only 1 to the die roll.
How do I earn more plot points?
The GM decides when and how many points to give out, but generally the following would warrant the GM to consider giving out plot points during the session.
- Use of complications
- Use of complications in an unexpected way
- Really role play to the character by doing something that only the character would do
Is there a limit?
Yes! You can only have a maximum of 12 during the session, but you can not carry them over to the next session. You always start each session with 6 plot points.
How many plot points buys which die type?