Option 1 - "Heroic" Hero Points
This module works with any of the Wild Die variants we include in the book (including the previously previewed one).
In this mode, Heroes start with 1 point each session (and can have more, depending on a few factors like Advantages/Disadvantages, what modules are used, and more). Additionally, Heroes have multiple ways to gain Hero Points (two that are player-controlled, and one that is Wild Die managed).
Characters acquire Hero Points from Complications, Troubles, and Assets. These Hero Points can be spent in several ways:
1.) To double the Die Code of a single roll
2.) Reroll a failed roll without doubling down.
3.) To avoid being Stunned in combat.
This option is the "Big Damn Heroes" option for Hero Points. They go a long way, they have a big cinematic impact, and they make a splash at the table.
For mechanical reasons, the game presumes this is the default option (when designing modules, we have to have a default we can work from, even if we have other optional modules that work instead, and it's easier to work down in complexity than up.).
There are optional rules for Hero Points that are carried between sessions (rather than refreshing every session). In this case, certain Advantages/Disadvantages adjust a bit but work relatively the same.
Option 2 - "Basic" Hero Points
This module works with any of the Wild Die variants we include in the book (including the previously previewed one).
It also works with Troubles and Assets. In this mode, each Hero starts with 3-5 hero points (again, like above, subject to various modules), and can gain more.
Hero Points are spent on a 1-for-1 basis to add a single d6 to any roll. Any number of hero points can be spent on a roll.
This is the basic mode. It's only got one effect, it's useful and easy to teach, learn, and play with.
Option 3- "Superheroic" Hero Points
This modular option exists inside the superhero module collection. This module works with any of the Wild Die variants we include in the book (including the previously previewed one).
It also works with Troubles and Assets, as well as some new Superheroic Troubles and Assets (secret identities and the like). This module allows you to spend Hero Points to trigger "kicker" effects on your superpowers (think of it like extra efforts). It's mostly compatible with the Superhero module, but it fits in well there.
If you want, it can also be combined with either of the previous two Hero Point options (though that becomes powerful and can have a game-warping impact - which we call out!).
Option 4 - "Classic" Hero Points As Advancement
This modular option is only used in conjunction with a particular Wild Die module (otherwise it penalizes players with the default Wild Die module).
Here, Hero Points serve as advancement points. They can be used to improve your character, or they can be used to add bonus d6s to rolls (as per option 2 above, with some additional limitations/rules around that).
This is the most complex option to integrate among multiple modules, as it features limits on the sort of rolls that can benefit from hero points (as well as how many dice can be added, etc), and it also forces a particular Wild Die module to be used.