Intervention points are a communal resource that is gained and spent in a number of different ways, from activating your class features to re-rolling a bad check.
The recommended amount of Intervention Points is equal to the number of players partaking in the adventure.
Starting Intervention Points: The recommended amount of Intervention Points is equal to the number of players partaking in the adventure.
Points at the Table:Using physical objects like tokens or coins to represent the group’s available Intervention Points is advised in order to keep everyone aware of their availability.
Using Intervention Poitns
When you are unhappy with a roll result, you may spend an intervention point to make a re-roll. In addition, you are also guaranteed at least a Temperance result regardless of your new outcome.
Each class has their own unique way to spend Intervention Points.
- Delvers: Creates a safe space to rest, recovering extra Energy and Health.
- Warriors: Allow some characters to gain the first strike in combat.
- Wielders: Activate a dormant machine to provide a simple service.
- Versifiers: Recalls useful information about an area or person.
Gaining Intervention Points
Downgrading a Result
Players may choose to downgrade the outcome of a roll (Fortune -> Temperance, or Temperance -> Judgement) in order to add a point to the Intervention Point pool.
If a player rolls a natural 1 or 20 and they keep the result, an Intervention Point is added to the pool.
When the Narrator raises the stakes during a scene or battle, it’s called an Intervention. When an Intervention is invoked, a point is added to the pool.
If the narrator deems it appropriate, they can add an Intervention Point to the pool to reward a player for making an important decision or taking a memorable action in the game. This should be done sparingly, and only to reward feats that are truly worthy of recognition.