There are a number of different Tokens in the game. they are used by players for a variety of effects in play.

GEAR – Gear tokens are used to represent equipment that the character has or finds during the course of play. It might be something as simple as ‘I have a flashlight right here in my pocket’ to something more situational;
[Player] I push the dumpster into the street to make the car swerve.
[GM] What dumpster?
[Player] * tosses GEAR chip into the pot* The one right here at the mouth of the alley.

A GM can, for story sake, call for a reason you have something, often by calling for a Flashback.
[Player] tossing GEAR chip into the pot I light a road flare and toss it into the pool of gasoline.
[GM] You have a road flare on you? Flashback!
[Player] When we first got here, I went to the trunk looking for a weapon, there wasn’t a tire iron, but there was a safety kit, so I put the road flares in my pocket.
[GM] nodding Okay, let’s say you had three, you just used one so you have two more.

There are no hard and fast rules, GEAR chips are to help players handle situations and move the story without being unbalancing. The GM has the final say on weather you have something or not. If he over rules the GEAR chip use, the token is returned to you.

Players receive GEAR tokens based on the formula for the particular game they’re playing, the GM will have the details.

FYIA – The “Fuck You, I’m Awesome” token allows the players a number of possible effects.
- Turn any check into a success. This is essentially like a variable number of free APs. It can not be used to counter a failure caused by a Blot.
- Cause an enemy to fail a check, much in the same way that a Blot can be used to cause a player to fail (if they have one).
- Grant a Refresh.

Players are given 1 FYIA token per play session to use as they see fit.

HOLD – These tokens serve a basic purpose during combat. When a character decides to hold their action they take a HOLD token. This is simply to remind them and the GM they are holding. The HOLD token might have other benefits depending on the play.

HERO – These tokens are there to represent HERO points. Her points have a number us uses;

IMPROVE ROLL (With FYIA Tokens this may not be needed, but left for completeness)
One hero point allows you to re-roll any die roll you make and take the
better of the two rolls. On a result of 1 through 10 on the second roll, add
10 to the result, an 11 or higher remains as-is (so the second roll is always
a result of 11-20). You must spend the hero point to improve a roll before
the GM announces the result of your roll. You cannot spend hero points
on die rolls made by the GM or other players without the Luck Control
power (see page 90).

You can spend a hero point to gain the benefits of a feat (either a regular
or power feat) you don’t already have for one round (see Chapter 4). You
must be capable of using the feat and cannot gain the benefits of fortune
feats, only other types of feats. If the feat has another feat as a prerequisite,
you must have the prerequisite to gain the benefit of the more advanced
feat. For feats acquired in ranks, you gain the benefit of one rank of the
feat by spending a hero point. The GM can veto any performance of a feat
acquired with a hero point if considered inappropriate for the game.

You can spend a hero point to double your dodge bonus for one round.
This includes any modifiers to your dodge bonus from feats, powers, or
combat actions (such as the total defense action, page 159). The improved
dodge bonus lasts until the beginning of your next round. You can also
spend a hero point whenever you are denied your dodge bonus, but still
capable of action (surprised, flat-footed, etc.). In this case, you retain your
dodge bonus until your next action (this is the same as spending a hero
point to perform the Uncanny Dodge feat).

You can spend a hero point to attempt to counter a power used against
you as a reaction. See Countering Powers, page 70, for details.

Any time you would suffer fatigue (including the effects of the Fatigue
power and the use of extra effort), you can spend a hero point and reduce
the amount of fatigue by one level (so you suffer no fatigue from a
fatigued result, are fatigued by an exhausted result, etc.).

You can spend a hero point to recover faster. A hero point allows you to
immediately shake off a stunned or fatigued condition.
If you are exhausted, spending a hero point causes you to become
fatigued. If you have suffered damage, a hero point allows you an immediate
recovery check as a full-round action (see Recovery, page 165). It
takes two rounds for a staggered hero to make a recovery check, since you
can only take a standard or move action each round while staggered. This
check is made normally, the hero point just allows you to make it in addition
to your normal recovery checks. If the recovery check is successful, it
turns out the damage wasn’t as serious as it first appeared, or your hero is
able to shake it off.

While disabled, you can spend a hero point to take a strenuous action
for one round without your condition worsening to dying. If you spend a
hero point on a normal recovery check for bruised or injured conditions, a
successful check eliminates all of that condition, rather than just one. The
hero point does not improve the recovery check, only its effect.

Spending a hero point automatically stabilizes a dying character (you or
someone you are assisting), although this doesn’t protect the character
from further damage.

Once per game session, you can spend a hero point to get a sudden inspiration
in the form of a hint, clue, or bit of help from the GM. It might
be a way out of the villain’s fiendish deathtrap, a vital clue for solving a
mystery, or an idea about the villain’s weakness. It’s up to the GM exactly
how much help the players get from inspiration.

Spending a Hero Point can grant all players a Refresh

Gamemasters may even wish to expand the “inspiration” facet of hero
points to allow players greater control over the environment of the game,
effectively allowing them to “edit” a scene to grant their heroes an advantage.

For example, a hero is fighting a villain with plant-based powers in
a scientific lab. The player deduces the villain may be vulnerable to defoliants,
so she asks the GM if there are any chemicals in the lab she can
throw together to create a defoliant. The Gamemaster requires to player
to spend a hero point and says the right chemicals are close at hand.

How much players are allowed to “edit” circumstances is up to the
individual Gamemaster, but generally hero points should not be allowed to
change any event that has already occurred or any detail already explained
in-game. For example, players cannot “edit” away damage or the effects of
powers (hero points already allow this to a limited degree). The GM may
also veto uses of editing that ruin the adventure or make things too easy on
the players. Inspiration is intended to give the players more input into the
story and allow their heroes chances to succeed, but it shouldn’t be used as
a replacement for planning and cleverness, just a way to enhance them.


Mean Streets MAD secretoracle