I am trying to find a cheat sheet for Story Points that mention all the ways to use them. Can anyone help me, please?
Any cheat sheet for Story Points usage?
I don't think such a thing exists yet, but it'd be quite easy to make.
I guess the book says something about how to use, don't? At least in the Star Wars the are a couple of pages saying the uses. Assuming it's the same in Star Wars, lets see:
Dumb Luck : Dumb luck comes into play when the players request something that might reasonably be expected to be absent in the current location or situation, but is somehow avaliable. Examples include finding a datapad in the seat cushions of a commandeered transport, finding a password noted on a piece of paper and hiddern in a desk, discovering a rare piece of equipment in an abandoned mechanics shop, or even just recovering the right part in a junk of pile. Dumb luck can explain many things, but should not be allowed to work when it stretches credulity too much. Salvaging exactly the right hyperdrive part from a dissimilar starship shouldn't normally work.
Reasonable Extrapolation : Reasonable extrapolation occurs when the players request something that could logically be avaliable in the current location. Finding a medpac in an emergency vehicle, locating a secured comlink for an enemy's comm system on a high ranking officer, and benefiting from an NPC's logical planning ahead are examples of reasonable extrapolation. Most of the time, the characters should find what they are looking for. It may not be exactly what they want, but should be adaptable in some fashion.
Common Sense : Sometimes, an item should be avaliable because of common sense. For example, fruit should be avaliable from a fruit tree in season, a toolbox contains the proper common tool, or a freighter's computer system contains the shipping manifest. The item is expected to be there but is not a 100% chance, which makes the Destinity Point useful. If the request item is nearly guaranteed to be the there, the GM may even grant the item without the Destiny Point.
It is up to the GM to approve all Destiny Point uses to influence the narrative. In essence, the GM should decide if the request is reasonable given the circunstances and assess any impact to the adventure plot. Creativity should be rewarded whenever possible. However, the plays should not be allowed to abuse the system to avoid paying for something they could otherwise afford or circumvent prohibitions that would normally prevent them from acquiring the item or service. Likewise, the characters should not be allowed to use DEstiny Point to make up for forgotten items or poor planning, or to give them something they purposefully avoided of left behind. If Destiny Point use would derail the adventure plot, it should be denied or altered, even if it was normally a reasonable request in other circumstances. For example, if part of the adventure requires the characters to deal with limited resources, using a Destiny Point to find needed item at just the right moment probably should not be allowed.
I guess the Geneys must have something like this. And we also can use the Story Points to: 1) active some special abilites, 2) upgrade a test, 3) maybe receive a tip aobut what to do like a memory or just an insight.