During the episode, Players can use Plops in any of the following ways:
- Add two extra dice (per fate) on any roll if spent in advance OR a re-roll any or all of the dice if spent afterwards.
- If invoked after a fatal blow (or other life-ending event) a Plops Point can be used to reduce or remove the effect, at the XP’s option.
- A clear, relevant and useful hint from the XP, or to find a specific item, be it a clue, or some obscure item for sale in the bazaar.
- An extra use of a power or other SFX (e.g. and extra Chip).
- To reduce exhaustion (see exhaustion).
- To settle a rule dispute in the RCM’s favor. The player must explain how this is plausible. While the XP does not have to accept this (Rule #1), he should, if the explanation is at all convincing. (Rule #3)
Within an Episode, the XP may issue Plops to players for any of the following reasons:
- Immediately impressive role playing.
- If an antagonist Guest Star if forced to use their Plops to avoid certain doom at the hands of the Players, those players receive those Plops.
- Conversely, an antagonistic guest star might receive a player’s Plops spent in avoiding doom.
- As a bribe to keep the players “on the map” or within the designed scenario.
Those are the primary uses. There are other possibilities that will become clear through reading these rules and experience in playing the game.
Despite everything above, Plops are primarily gained in play through meeting the challenges put forth by the Producers, furthering a character's primary goal, a good, heroic or awesome deed, or outstanding contribution to the storyline. These Plops are rewarded at the end of an episode to be used in the future.
Surviving an entire episode is worth one Fate. Beyond that, there is no entitlement to additional Plops. They are awarded by the grace of the XP, who has sole discretion over the terms.
Stunts with Plot Points