Luck Tokens
Luck Tokens are a metacurrency to alter events in the story. Every session you begin with a number of Luck Tokens equal to your base Level. These can be spent for several things:
- Use a Token at any time during a scene to change a roll to your best possible result, even after the dice have hit the table and you’ve seen what the opposition has rolled, as long as the final resolution hasn’t been decided. This “best possible result” is usually the value of your EL, but you can make it less; just remember that it doesn’t change what success means.
- Use one as Plot Armor! to have your armor take ALL the damage from a hit (see Gear.)
- Use one to absorb and negate a point of Harm you are about to take – sometimes Luck can be better than armor.
- Use one to power a Maneuver; most Maneuvers don’t need them, but some are so strong they require limits.
- Use one to power a particularly potent spell! They also make great bargaining chips for deals with spirits… “Grant me the breath of thy life for a minute’s span…”
(More powerful spirits will want actual Karma; weak ones will be happy with booze, or incense, etc.)
Characters get one Token at the start of every scene if they have room, but can’t have more than their Level. GMs can also award Tokens for good roleplay, entertaining comments, helpful record keeping, or anything else they feel is worthy.
The GM starts the session with a number of Tokens equal to the number of players, or as many as the highest Level PC (whichever is more) and also gets one Token per scene. He may use them on behalf of the opposition on any test.