Chronicle Points are a vital resource in Armournaut, representing moments of strategic insight, heroic resolve, or fortunate turns of fate that can sway the course of your adventures. They empower characters to overcome challenges, survive perilous situations, and achieve remarkable feats.
Player start each session with 2 chronicle points and can spend them on:
- Reroll: Spend 1 Chronicle Point to reroll unsuccessfully die in any test after being told whether the test was successful or not . You must accept the new result.
- Reckless Action: Spend 1 Chronicle Point to add +1d6 successes to a test, representing a surge of determination or focused effort. Player then immediately loses the same amount of Vigour . If the player goes into negative Vigour they acquire a random condition.
- Narrative Control: Spend 1 or more Chronicle Points to influence the narrative, introducing new details, complications, or opportunities that align with the story's direction. The player pitches an idea to the GM about something to happen in a scene, encounter or wider story.
- Persist: When a player dies, they can expand a chronicle to acquire 2 random conditions instead.
Players can earn Chronicle Points through:
Narrative Events: The GM may award Chronicle Points for significant story milestones, critical successes, or exceptional contributions to the game.
Replenishment: Chronicle Points refresh at the start of each game session, encouraging players to utilize them strategically rather than hoarding them indefinitely.
When chronicle points are spent by players they are handed over to the gm. They can be expended by the GM for a number of effects:
- Running low: spend 1 chronicle point to make all players that roll complications in a ranged attack tests in an encounter or scene run out of ammo. The weapons that rolled the complications must be replenished before being used again.
- Reroll: Spend 1 Chronicle Point to reroll unsuccessfully die in any test after being told whether the test was successful or not . You must accept the new result.
- Surge: spend 1 chronicle point to allow an NPC that has already acted to be able to act again. This cannot target anyone it targeted during its previous action.
- Defiant Revival: spend 1 chronicle point and an NPC is restored to life. Their wounds, Vigour and abilities are all restored however any conditions they have acquired persist and are permanent.
- Desperate Escape: spend all chronicles points and a NPC escapes the scene or encounter. The NPC acquires a severity 2 physical or mental condition picked by the players. Conditions acquired in this manner cannot benefit from treatment. Players gain d6 expierience.
- Interruption: spend 1 chronicle point in players turn to make a NPC take their turn immediately. Players turn resumes after you have acted.
- Obstacle: Spend 1 chronicle point in players turn to force them to roll twice on a skill test and take the worst result.