Confidence and Fortune HRs

_____Confidence Points are used as normal, but are gained differently. Characters begin each story with their full allotment of Confidence points, which equals one plus twice their Confidence score. In the case of long stories, Confidence may be recovered with proper rest and nourishment, as if Long Term Fatigue. One night’s rest recovers one point of Confidence or a Long Term Fatigue, not both. Confidence may not recover faster than Fatigue. A full day and night will recover one of each though.

_____Fortune is awarded at the end of stories (instead of Confidence). This award is given to the Players, not Characters. A Player may use Fortune to the benefit of any Character they are playing, or to benefit a Character played by another Player.

Gaining Fortune
_____Fortune is awarded to all participating Players at the end of a Story. This is to include the Storyguide. The typical award is one to three points. Participants are due the for any of the following reasons

  • Achieving a personal goal and/or contributing to the success of a group goal
  • Overcoming adversity, such as succeeding in a difficult task, triumphing against arduous obstacles, and enduring a lengthy story
  • Entertaining Roleplaying, Good Gaming, Meaningful Participation, and basically Running/Playing a Fun Story
  • Bonus: Any good reason not already covered. This could be for doing something cool, an exceptional and well timed roll, a clever idea employed with success, being exceptionally entertaining, or some-such.
    _____As a rule of thumb, everyone should get about 2 points. If the Troupe agrees that it was a short story of little consequence, make it just one. If it was a enjoyablle epic, everyone gets three.

_____For this consideration, Stories of more than one Season are considered different parts or chapters, and each counts as a Story for this rule.

Fortune Score
_____Look at the pyramid value of your Fortune Points. That is, the Art Score they would buy if they were Experience Points. This is your Fortune Score. For example, if you have six Fortune points your Score is 3. If you have seventeen your score is 5.

_____This is the limit on how many points you can use in any one instance, as defined below. Your score will naturally fluctuate as you gain and use Fortune, altering the amount you can use for the next instance.

Using Fortune
_____Fortune Points can be used for several benefits. There are many minor uses that will quickly eat up points, making it difficult to save up for greater benefits. The number of Fortune points that can be spent in any one instance equals the players Fortune Score at the time of the expenditure. Players may use & spend Fortune on any character they are playing or controlling at the time of the expenditure. Players may also spend points to benefit another Player Character. This offer of charity may be declined if that other Player so chooses.

_____The (revised) uses and benefits of Fortune are as follow...

  • Dramatic Bonus: Add +1 per point spent to the results of any roll in active “on-stage” play. Like Confidence, this can be done with multiple rolls in the same round, but cannot benefit seasonal activities. Also, like Confidence, the bonus can be added after the roll is made. This should be limited to dramatic situations, not for frivolous activities.
  • Dramatic Providence: This is intended to help a Player out of a jam (as pertains to the story at hand, not necessarily just the character they are controlling). As a rule of thumb;
    • 1 point for a Trivial Benefit (spot a clue you misses, gain a good lead from the storyguide).
    • 4 points for a Minor Benefit (find a pawn of vis in your hat, regain a point of Confidence, recover a Fatigue Level, Reduce the severity of an Injury one level (one time per individual Injury))
    • 10 points for a Major Benefit (gain a breakthrough lead from the storyguide, reduce the severity of a catastrophe, allow a character to somehow survive certain death)
  • Assisting Other Players: You may spend your Fortune to benefit any other character in the aforementioned ways. You may be a participant or a spectator to the story. The player of that Character has the option to decline the assistance. If they accept, you may add points to add to what that player is trying to do, or applied to a different benefit.